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src/server/collision/Models/GameObjectModel.h
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src/server/collision/Models/GameObjectModel.h
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/*
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* Copyright (C) 2011-2016 Project SkyFire <http://www.projectskyfire.org/>
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2016 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _GAMEOBJECT_MODEL_H
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#define _GAMEOBJECT_MODEL_H
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#include <G3D/Matrix3.h>
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#include <G3D/Vector3.h>
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#include <G3D/AABox.h>
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#include <G3D/Ray.h>
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#include "Define.h"
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namespace VMAP
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{
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class WorldModel;
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}
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class GameObject;
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struct GameObjectDisplayInfoEntry;
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class GameObjectModel /*, public Intersectable*/
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{
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uint32 phasemask;
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G3D::AABox iBound;
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G3D::Matrix3 iInvRot;
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G3D::Vector3 iPos;
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//G3D::Vector3 iRot;
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float iInvScale;
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float iScale;
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VMAP::WorldModel* iModel;
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GameObject const* owner;
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GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(NULL), owner(NULL) { }
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bool initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info);
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public:
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std::string name;
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const G3D::AABox& getBounds() const { return iBound; }
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~GameObjectModel();
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const G3D::Vector3& getPosition() const { return iPos;}
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/** Enables\disables collision. */
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void disable() { phasemask = 0;}
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void enable(uint32 ph_mask) { phasemask = ph_mask;}
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bool isEnabled() const {return phasemask != 0;}
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bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const;
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static GameObjectModel* Create(const GameObject& go);
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bool UpdatePosition();
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};
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#endif // _GAMEOBJECT_MODEL_H
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