/* * Copyright (C) 2008-2018 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 . */ #ifndef _GAMEOBJECT_MODEL_H #define _GAMEOBJECT_MODEL_H #include #include #include #include #include "Define.h" #include namespace VMAP { class WorldModel; enum class ModelIgnoreFlags : uint32; } class GameObject; struct GameObjectDisplayInfoEntry; class TC_COMMON_API 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 { } virtual ~GameObjectModelOwnerBase() { } }; class TC_COMMON_API GameObjectModel /*, public Intersectable*/ { GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(nullptr) { } 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, VMAP::ModelIgnoreFlags ignoreFlags) const; static GameObjectModel* Create(std::unique_ptr modelOwner, std::string const& dataPath); bool UpdatePosition(); private: bool initialize(std::unique_ptr 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 owner; }; TC_COMMON_API void LoadGameObjectModelList(std::string const& dataPath); #endif // _GAMEOBJECT_MODEL_H