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https://github.com/mangosfour/server.git
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Important: * You have to re-extract and assemble vmaps * Update your config file, new option 'vmap.enableIndoorCheck' added New features: * Include WMO+DBC area information for correct subarea identification and indoor check * Support for WMO liquid (fishing/swimming in cities, instances and oterh WMO based environments) Technical changes: * New Bounding Interval Hierarchy (BIH) data structure for better performance * Referenced model data for reduced memory usage, needs more files, but reduces overall file size from ~1.9GB to ~550MB Additional Authors: arrai (DBC handling and indoor detection) faramir118 (windows support and bug investigation) And of course thanks Vladimir for a lot of patience and support!
81 lines
2.6 KiB
C++
81 lines
2.6 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef _MODELINSTANCE_H_
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#define _MODELINSTANCE_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 "Platform/Define.h"
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namespace VMAP
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{
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class WorldModel;
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struct AreaInfo;
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struct LocationInfo;
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enum ModelFlags
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{
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MOD_M2 = 1,
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MOD_WORLDSPAWN = 1<<1,
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MOD_HAS_BOUND = 1<<2
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};
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class ModelSpawn
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{
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public:
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//mapID, tileX, tileY, Flags, ID, Pos, Rot, Scale, Bound_lo, Bound_hi, name
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uint32 flags;
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uint16 adtId;
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uint32 ID;
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G3D::Vector3 iPos;
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G3D::Vector3 iRot;
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float iScale;
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G3D::AABox iBound;
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std::string name;
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bool operator==(const ModelSpawn &other) const { return ID == other.ID; }
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//uint32 hashCode() const { return ID; }
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// temp?
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const G3D::AABox& getBounds() const { return iBound; }
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static bool readFromFile(FILE *rf, ModelSpawn &spawn);
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static bool writeToFile(FILE *rw, const ModelSpawn &spawn);
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};
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class ModelInstance: public ModelSpawn
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{
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public:
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ModelInstance(): iModel(0) {}
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ModelInstance(const ModelSpawn &spawn, WorldModel *model);
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void setUnloaded() { iModel = 0; }
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bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool pStopAtFirstHit) const;
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void intersectPoint(const G3D::Vector3& p, AreaInfo &info) const;
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bool GetLocationInfo(const G3D::Vector3& p, LocationInfo &info) const;
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bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo &info, float &liqHeight) const;
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protected:
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G3D::Matrix3 iInvRot;
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float iInvScale;
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WorldModel *iModel;
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};
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} // namespace VMAP
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#endif // _MODELINSTANCE
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