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-rw-r--r--src/common/Collision/Models/GameObjectModel.h87
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diff --git a/src/common/Collision/Models/GameObjectModel.h b/src/common/Collision/Models/GameObjectModel.h
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+/*
+ * Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License as published by the
+ * Free Software Foundation; either version 2 of the License, or (at your
+ * option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ * more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef _GAMEOBJECT_MODEL_H
+#define _GAMEOBJECT_MODEL_H
+
+#include <G3D/Matrix3.h>
+#include <G3D/Vector3.h>
+#include <G3D/AABox.h>
+#include <G3D/Ray.h>
+
+#include "Define.h"
+#include <memory>
+
+namespace VMAP
+{
+ class WorldModel;
+}
+
+class GameObject;
+struct GameObjectDisplayInfoEntry;
+
+class GameObjectModelOwnerBase
+{
+public:
+ virtual bool IsSpawned() const { return false; }
+ virtual uint32 GetDisplayId() const { return 0; }
+ virtual uint32 GetPhaseMask() const { return 0; }
+ virtual G3D::Vector3 GetPosition() const { return G3D::Vector3::zero(); }
+ virtual float GetOrientation() const { return 0.0f; }
+ virtual float GetScale() const { return 1.0f; }
+ virtual void DebugVisualizeCorner(G3D::Vector3 const& /*corner*/) const { }
+};
+
+class GameObjectModel /*, public Intersectable*/
+{
+ GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(NULL) { }
+public:
+ std::string name;
+
+ const G3D::AABox& getBounds() const { return iBound; }
+
+ ~GameObjectModel();
+
+ const G3D::Vector3& getPosition() const { return iPos;}
+
+ /** Enables\disables collision. */
+ void disable() { phasemask = 0;}
+ void enable(uint32 ph_mask) { phasemask = ph_mask;}
+
+ bool isEnabled() const {return phasemask != 0;}
+
+ bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const;
+
+ static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
+
+ bool UpdatePosition();
+
+private:
+ bool initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
+
+ uint32 phasemask;
+ G3D::AABox iBound;
+ G3D::Matrix3 iInvRot;
+ G3D::Vector3 iPos;
+ float iInvScale;
+ float iScale;
+ VMAP::WorldModel* iModel;
+ std::unique_ptr<GameObjectModelOwnerBase> owner;
+};
+
+#endif // _GAMEOBJECT_MODEL_H