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51 lines
1.4 KiB
C++
51 lines
1.4 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 _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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[[nodiscard]] 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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[[nodiscard]] 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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[[nodiscard]] bool contains(const GameObjectModel&) const;
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[[nodiscard]] 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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