/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 "Define.h" #include #include #include #include #include namespace G3D { class Quat; } namespace VMAP { class WorldModel; struct AreaInfo; struct LocationInfo; enum class ModelIgnoreFlags : uint32; } class GameObject; class PhaseShift; struct GameObjectDisplayInfoEntry; class TC_COMMON_API GameObjectModelOwnerBase { public: virtual ~GameObjectModelOwnerBase() = default; virtual bool IsSpawned() const = 0; virtual uint32 GetDisplayId() const = 0; virtual uint8 GetNameSetId() const = 0; virtual bool IsInPhase(PhaseShift const& /*phaseShift*/) const = 0; virtual G3D::Vector3 GetPosition() const = 0; virtual G3D::Quat GetRotation() const = 0; virtual float GetScale() const = 0; virtual void DebugVisualizeCorner(G3D::Vector3 const& /*corner*/) const = 0; }; class TC_COMMON_API GameObjectModel /*, public Intersectable*/ { GameObjectModel() : iCollisionEnabled(false), iLosBlockingDisabled(false), iInvScale(0), iScale(0), iModel(nullptr) { } public: const G3D::AABox& getBounds() const { return iBound; } ~GameObjectModel(); const G3D::Vector3& getPosition() const { return iPos;} /* Enables/disables collision */ void EnableCollision(bool enable) { iCollisionEnabled = enable; } bool IsCollisionEnabled() const { return iCollisionEnabled; } void DisableLosBlocking(bool enable) { iLosBlockingDisabled = enable; } bool IsLosBlockingDisabled() const { return iLosBlockingDisabled; } bool IsMapObject() const; uint8 GetNameSetId() const { return owner->GetNameSetId(); } bool IntersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift, VMAP::ModelIgnoreFlags ignoreFlags) const; bool GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, PhaseShift const& phaseShift) const; bool GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) 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); bool iCollisionEnabled; ///< Is model ignored in all checks bool iLosBlockingDisabled; ///< Is model ignored during line of sight checks (but is always included in location/height checks) G3D::AABox iBound; G3D::Matrix3 iInvRot; G3D::Vector3 iPos; float iInvScale; float iScale; std::shared_ptr iModel; std::unique_ptr owner; }; TC_COMMON_API bool LoadGameObjectModelList(std::string const& dataPath); #endif // _GAMEOBJECT_MODEL_H