/* * 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 _GAMEOBJECT_MODEL_H #define _GAMEOBJECT_MODEL_H #include #include #include #include #include "Define.h" namespace VMAP { class WorldModel; } class GameObject; struct GameObjectDisplayInfoEntry; class GameObjectModel /*, public Intersectable*/ { uint32 phasemask{0}; G3D::AABox iBound; G3D::Matrix3 iInvRot; G3D::Vector3 iPos; //G3D::Vector3 iRot; float iInvScale{0}; float iScale{0}; VMAP::WorldModel* iModel; GameObject const* owner; GameObjectModel() : iModel(nullptr), owner(nullptr) { } bool initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info); 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;} bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const; static GameObjectModel* Create(const GameObject& go); bool UpdatePosition(); }; #endif // _GAMEOBJECT_MODEL_H