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/*
* 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 <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;
struct AreaInfo;
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 float GetOrientation() const = 0;
virtual float GetScale() const = 0;
virtual void DebugVisualizeCorner(G3D::Vector3 const& /*corner*/) const = 0;
};
class TC_COMMON_API GameObjectModel /*, public Intersectable*/
{
GameObjectModel() : _collisionEnabled(false), iInvScale(0), iScale(0), iModel(nullptr), isWmo(false) { }
public:
std::string name;
const G3D::AABox& getBounds() const { return iBound; }
~GameObjectModel();
const G3D::Vector3& getPosition() const { return iPos;}
/* Enables/disables collision */
void enableCollision(bool enable) { _collisionEnabled = enable; }
bool isCollisionEnabled() const { return _collisionEnabled; }
bool isMapObject() const { return isWmo; }
bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift, VMAP::ModelIgnoreFlags ignoreFlags) const;
void intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) 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);
bool _collisionEnabled;
G3D::AABox iBound;
G3D::Matrix3 iInvRot;
G3D::Vector3 iPos;
float iInvScale;
float iScale;
VMAP::WorldModel* iModel;
std::unique_ptr<GameObjectModelOwnerBase> owner;
bool isWmo;
};
TC_COMMON_API void LoadGameObjectModelList(std::string const& dataPath);
#endif // _GAMEOBJECT_MODEL_H
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