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https://github.com/mod-playerbots/azerothcore-wotlk.git
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79 lines
2.2 KiB
C++
79 lines
2.2 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#ifndef _GAMEOBJECT_MODEL_H
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#define _GAMEOBJECT_MODEL_H
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#include "Define.h"
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#include <G3D/AABox.h>
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#include <G3D/Matrix3.h>
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#include <G3D/Ray.h>
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#include <G3D/Vector3.h>
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namespace VMAP
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{
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class WorldModel;
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}
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class GameObject;
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struct GameObjectDisplayInfoEntry;
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class GameObjectModelOwnerBase
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{
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public:
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virtual ~GameObjectModelOwnerBase() = default;
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virtual bool IsSpawned() const = 0;
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virtual uint32 GetDisplayId() const = 0;
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virtual uint32 GetPhaseMask() const = 0;
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virtual G3D::Vector3 GetPosition() const = 0;
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virtual float GetOrientation() const = 0;
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virtual float GetScale() const = 0;
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virtual void DebugVisualizeCorner(G3D::Vector3 const& /*corner*/) const = 0;
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};
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class GameObjectModel
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{
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GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(nullptr) { }
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public:
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std::string name;
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[[nodiscard]] const G3D::AABox& getBounds() const { return iBound; }
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~GameObjectModel();
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[[nodiscard]] const G3D::Vector3& getPosition() const { return iPos; }
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/** Enables\disables collision. */
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void disable() { phasemask = 0; }
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void enable(uint32 ph_mask) { phasemask = ph_mask; }
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[[nodiscard]] bool isEnabled() const { return phasemask != 0; }
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bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const;
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static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
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bool UpdatePosition();
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private:
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bool initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
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uint32 phasemask;
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G3D::AABox iBound;
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G3D::Matrix3 iInvRot;
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G3D::Vector3 iPos;
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float iInvScale;
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float iScale;
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VMAP::WorldModel* iModel;
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std::unique_ptr<GameObjectModelOwnerBase> owner;
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};
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void LoadGameObjectModelList(std::string const& dataPath);
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#endif // _GAMEOBJECT_MODEL_H
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