/*
 * Copyright (C) 2008-2016 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;
}
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 { }
};
class TC_COMMON_API 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 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