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path: root/src/common/Collision/Models/GameObjectModel.h
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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 "Define.h"
#include <G3D/AABox.h>
#include <G3D/Matrix3.h>
#include <G3D/Quat.h>
#include <G3D/Ray.h>
#include <G3D/Vector3.h>
#include <memory>

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 int64 GetPackedRotation() 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), iIncludeInNavMesh(false), iInvScale(0), iScale(0), iModel(nullptr) { }
public:
    const G3D::AABox& getBounds() const { return iBound; }

    ~GameObjectModel();

    uint32 GetDisplayId() const { return owner->GetDisplayId(); }
    G3D::Vector3 const& GetPosition() const { return iPos; }
    G3D::Quat GetRotation() const { return owner->GetRotation(); }
    G3D::Matrix3 const& GetInvRot() const { return iInvRot; }
    int64 GetPackedRotation() const { return owner->GetPackedRotation(); }
    float GetScale() const { return iScale; }

    /* 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; }
    void IncludeInNavMesh(bool enable) { iIncludeInNavMesh = enable; }
    bool IsIncludedInNavMesh() const { return iIncludeInNavMesh; }
    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 std::unique_ptr<GameObjectModel> Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);

    bool UpdatePosition();

    std::shared_ptr<VMAP::WorldModel const> GetWorldModel() const { return iModel; }

private:
    bool initialize(std::unique_ptr<GameObjectModelOwnerBase> 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)
    bool iIncludeInNavMesh;     ///< Is model included when generating navigation mesh
    G3D::AABox iBound;
    G3D::Matrix3 iInvRot;
    G3D::Vector3 iPos;
    float iInvScale;
    float iScale;
    std::shared_ptr<VMAP::WorldModel> iModel;
    std::unique_ptr<GameObjectModelOwnerBase> owner;
};

TC_COMMON_API bool LoadGameObjectModelList(std::string const& dataPath);

#endif // _GAMEOBJECT_MODEL_H