/* * This file is part of the AzerothCore 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 Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 namespace VMAP { class WorldModel; struct AreaInfo; struct LocationInfo; enum class ModelIgnoreFlags : uint32; } class GameObject; struct GameObjectDisplayInfoEntry; class GameObjectModelOwnerBase { public: virtual ~GameObjectModelOwnerBase() = default; [[nodiscard]] virtual bool IsSpawned() const = 0; [[nodiscard]] virtual uint32 GetDisplayId() const = 0; [[nodiscard]] virtual uint32 GetPhaseMask() const = 0; [[nodiscard]] virtual G3D::Vector3 GetPosition() const = 0; [[nodiscard]] virtual float GetOrientation() const = 0; [[nodiscard]] virtual float GetScale() const = 0; virtual void DebugVisualizeCorner(G3D::Vector3 const& /*corner*/) const = 0; }; class GameObjectModel { GameObjectModel() = default; public: std::string name; [[nodiscard]] const G3D::AABox& GetBounds() const { return iBound; } ~GameObjectModel(); [[nodiscard]] const G3D::Vector3& GetPosition() const { return iPos; } /** Enables\disables collision. */ void disable() { phasemask = 0; } void enable(uint32 ph_mask) { phasemask = ph_mask; } [[nodiscard]] bool isEnabled() const { return phasemask != 0; } [[nodiscard]] bool IsMapObject() const { return isWmo; } bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const; void IntersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const; bool GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) 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); uint32 phasemask{0}; G3D::AABox iBound; G3D::Matrix3 iInvRot; G3D::Vector3 iPos; float iInvScale{0}; float iScale{0}; VMAP::WorldModel* iModel{nullptr}; std::unique_ptr owner; bool isWmo{false}; }; void LoadGameObjectModelList(std::string const& dataPath); #endif // _GAMEOBJECT_MODEL_H