/* * Copyright (C) 2016+ AzerothCore , 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. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #ifndef _DYNTREE_H #define _DYNTREE_H #include "Define.h" namespace G3D { class Ray; class Vector3; } class GameObjectModel; struct DynTreeImpl; class DynamicMapTree { DynTreeImpl* impl; public: DynamicMapTree(); ~DynamicMapTree(); [[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const; bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const; bool GetObjectHitPos(uint32 phasemask, const G3D::Vector3& pPos1, const G3D::Vector3& pPos2, G3D::Vector3& pResultHitPos, float pModifyDist) const; [[nodiscard]] float getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const; void insert(const GameObjectModel&); void remove(const GameObjectModel&); [[nodiscard]] bool contains(const GameObjectModel&) const; [[nodiscard]] int size() const; void balance(); void update(uint32 diff); }; #endif // _DYNTREE_H