/*
* Copyright (C) 2008-2019 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