[HELP]  Underwater or underground objects menu

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  1. #1
    Hrap's Avatar Member
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    [Help] Underwater or underground objects

    hi, can anyone help?
    How to find out,
    whether the object is underwater or underground,
    such as ore or grass
    Last edited by Hrap; 02-01-2023 at 06:28 AM.

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  2. #2
    oiramario's Avatar Established Member
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    check pos.z with liquid height it means above or under water.

  3. Thanks Hrap (1 members gave Thanks to oiramario for this useful post)
  4. #3
    Dupheadss's Avatar Contributor CoreCoins Purchaser
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    Depending on your meshes you can also check the flag of the nearest poly around the nodes vector.

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  6. #4
    Jadd's Avatar 🐸 Premium Seller
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    For nodes specifically you can infer some characteristics from a traceline query. This is not *entirely* accurate -- there are some edge cases -- but it is the simplest option. If you need higher precision you will need to do a sphere intersection with the map geometry.

    Run a terrain/wmo traceline from [node.x, node.y, node.z + node.iteractDistance] to [node.x, node.y, node.z - node.interactDistance]:
    1. No hit means the node is "floating" and is probably invalid (this should rarely happen: edge case; or ostensibly spawned in a broken position underground or something.)
    2. WMO hit means it is attached to a building or cave.
    3. Terrain hit means it is above ground.

    To check if a node (or any position) is underwater, there is a better option to consider using over traceline - it is possible that there are liquid chunks above the node without the node necessarily being underwater.
    Code:
    delegate bool World::QueryLiquid(nint world, in Vector3 position, out int liquid, out float surface);
    
    // Usage:
    var world = World::GetActiveScene();
    var underwater = World::QueryLiquid(world, node.Position, out var liquidId, out var surface);

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  8. #5
    Hrap's Avatar Member
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    Heh... Thanks a lot for help
    This turned out to be a very difficult task for my.
    I don't know yet how to start tracing lines.
    All I have is the position of the player and the node.
    I understand that I need to check if there are polygons between the player and the node.
    But how and where to read these polygons, I don’t know
    Last edited by Hrap; 02-06-2023 at 07:52 PM.

  9. #6
    oiramario's Avatar Established Member
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    const uint32_t WorldIntersect = 0x7A3B70;
    Search the forum for how to use it.

    for liquid you must read acore code.

  10. Thanks Hrap (1 members gave Thanks to oiramario for this useful post)

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