Files
azerothcore-wotlk/src/common/Collision/Models/GameObjectModel.h
UltraNix a8c0a2cc89 fix(Core/Movement): (#7008)
- Get zone/area IDs from vmap data in the liquid update
- Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup
- Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields.
- Clean up liquid state handling on Unit and Player
- Implemented getting area id from gameobject spawns.
- Removed old core related to getting movement flags dependent on environment.
- Movement flags are now processed more precisely and dynamically.

Original source: TrinityCore.

- Closes #5086
- Updates #2208.
2021-08-25 12:41:20 +02:00

86 lines
2.6 KiB
C++

/*
* 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.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef _GAMEOBJECT_MODEL_H
#define _GAMEOBJECT_MODEL_H
#include "Define.h"
#include <G3D/AABox.h>
#include <G3D/Matrix3.h>
#include <G3D/Ray.h>
#include <G3D/Vector3.h>
namespace VMAP
{
class WorldModel;
struct AreaInfo;
struct LocationInfo;
}
class GameObject;
struct GameObjectDisplayInfoEntry;
class GameObjectModelOwnerBase
{
public:
virtual ~GameObjectModelOwnerBase() = default;
virtual bool IsSpawned() const = 0;
virtual uint32 GetDisplayId() const = 0;
virtual uint32 GetPhaseMask() const = 0;
virtual G3D::Vector3 GetPosition() const = 0;
virtual float GetOrientation() const = 0;
virtual float GetScale() const = 0;
virtual void DebugVisualizeCorner(G3D::Vector3 const& /*corner*/) const = 0;
};
class GameObjectModel
{
GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(nullptr), isWmo(false) { }
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) 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<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
bool UpdatePosition();
private:
bool initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
uint32 phasemask;
G3D::AABox iBound;
G3D::Matrix3 iInvRot;
G3D::Vector3 iPos;
float iInvScale;
float iScale;
VMAP::WorldModel* iModel;
std::unique_ptr<GameObjectModelOwnerBase> owner;
bool isWmo;
};
void LoadGameObjectModelList(std::string const& dataPath);
#endif // _GAMEOBJECT_MODEL_H