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Project restructuring conforming to the new software layers [PART.1]
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51
modules/worldengine/lib-collision/DynamicTree.h
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51
modules/worldengine/lib-collision/DynamicTree.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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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 _DYNTREE_H
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#define _DYNTREE_H
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#include "Define.h"
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namespace G3D
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{
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class Ray;
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class Vector3;
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}
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class GameObjectModel;
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struct DynTreeImpl;
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class DynamicMapTree
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{
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DynTreeImpl *impl;
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public:
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DynamicMapTree();
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~DynamicMapTree();
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bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2,
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float z2, uint32 phasemask) const;
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bool getIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
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const G3D::Vector3& endPos, float& maxDist) const;
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bool getObjectHitPos(uint32 phasemask, const G3D::Vector3& pPos1,
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const G3D::Vector3& pPos2, G3D::Vector3& pResultHitPos,
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float pModifyDist) const;
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float getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const;
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void insert(const GameObjectModel&);
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void remove(const GameObjectModel&);
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bool contains(const GameObjectModel&) const;
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int size() const;
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void balance();
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void update(uint32 diff);
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};
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#endif // _DYNTREE_H
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