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authorShocker <shocker@freakz.ro>2013-02-10 20:21:18 +0200
committerShocker <shocker@freakz.ro>2013-02-10 20:21:18 +0200
commita0cb102538dae7fa2d173b4d1990a4aef8e5d55c (patch)
tree65d0903a31cae86467f7551653ef6f1c743cde9e /src/server/collision/DynamicTree.h
parent82f7b337b2dafd16506033cdbfecc979bc6f7119 (diff)
parent984e1feadfae97c7616c54f9ac731cc6db4f2e15 (diff)
Merge branch '4.3.4' of https://github.com/TrinityCore/TrinityCore into 4.3.4
Diffstat (limited to 'src/server/collision/DynamicTree.h')
-rw-r--r--src/server/collision/DynamicTree.h26
1 files changed, 14 insertions, 12 deletions
diff --git a/src/server/collision/DynamicTree.h b/src/server/collision/DynamicTree.h
index ca199a9cd70..8e541fd453a 100644
--- a/src/server/collision/DynamicTree.h
+++ b/src/server/collision/DynamicTree.h
@@ -20,34 +20,36 @@
#ifndef _DYNTREE_H
#define _DYNTREE_H
-#include <G3D/Matrix3.h>
-#include <G3D/Vector3.h>
-#include <G3D/AABox.h>
-#include <G3D/Ray.h>
-
-//#include "ModelInstance.h"
#include "Define.h"
-//#include "GameObjectModel.h"
namespace G3D
{
+ class Ray;
class Vector3;
}
-using G3D::Vector3;
class GameObjectModel;
+struct DynTreeImpl;
class DynamicMapTree
{
- struct DynTreeImpl& impl;
+ DynTreeImpl *impl;
+
public:
DynamicMapTree();
~DynamicMapTree();
- bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const;
- bool getIntersectionTime(uint32 phasemask, const G3D::Ray& ray, const Vector3& endPos, float& maxDist) const;
- bool getObjectHitPos(uint32 phasemask, const Vector3& pPos1, const Vector3& pPos2, Vector3& pResultHitPos, float pModifyDist) const;
+ bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2,
+ float z2, uint32 phasemask) const;
+
+ bool getIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
+ const G3D::Vector3& endPos, float& maxDist) const;
+
+ bool getObjectHitPos(uint32 phasemask, const G3D::Vector3& pPos1,
+ const G3D::Vector3& pPos2, G3D::Vector3& pResultHitPos,
+ float pModifyDist) const;
+
float getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const;
void insert(const GameObjectModel&);