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TCPlayerbotCore/src/server/game/Movement/Spline/MoveSplineInit.h
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/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITYSERVER_MOVESPLINEINIT_H
#define TRINITYSERVER_MOVESPLINEINIT_H
#include "MoveSplineInitArgs.h"
class Unit;
namespace Movement
{
enum AnimType
{
ToGround = 0, // 460 = ToGround, index of AnimationData.dbc
FlyToFly = 1, // 461 = FlyToFly?
ToFly = 2, // 458 = ToFly
FlyToGround = 3, // 463 = FlyToGround
};
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// Transforms coordinates from global to transport offsets
class TransportPathTransform
{
public:
TransportPathTransform(Unit& owner) : _owner(owner) { }
Vector3 operator()(Vector3 input);
private:
Unit& _owner;
};
/* Initializes and launches spline movement
*/
class MoveSplineInit
{
public:
explicit MoveSplineInit(Unit& m);
/* Final pass of initialization that launches spline movement.
*/
void Launch();
/* Adds movement by parabolic trajectory
* @param amplitude - the maximum height of parabola, value could be negative and positive
* @param start_time - delay between movement starting time and beginning to move by parabolic trajectory
* can't be combined with final animation
*/
void SetParabolic(float amplitude, float start_time);
/* Plays animation after movement done
* can't be combined with parabolic movement
*/
void SetAnimation(AnimType anim);
/* Adds final facing animation
* sets unit's facing to specified point/angle after all path done
* you can have only one final facing: previous will be overriden
*/
void SetFacing(float angle);
void SetFacing(Vector3 const& point);
void SetFacing(const Unit * target);
/* Initializes movement by path
* @param path - array of points, shouldn't be empty
* @param pointId - Id of fisrt point of the path. Example: when third path point will be done it will notify that pointId + 3 done
*/
void MovebyPath(const PointsArray& path, int32 pointId = 0);
/* Initializes simple A to B mition, A is current unit's position, B is destination
*/
void MoveTo(const Vector3& destination);
void MoveTo(float x, float y, float z);
/* Sets Id of fisrt point of the path. When N-th path point will be done ILisener will notify that pointId + N done
* Needed for waypoint movement where path splitten into parts
*/
void SetFirstPointId(int32 pointId) { args.path_Idx_offset = pointId; }
/* Enables CatmullRom spline interpolation mode(makes path smooth)
* if not enabled linear spline mode will be choosen. Disabled by default
*/
void SetSmooth();
/* Enables CatmullRom spline interpolation mode, enables flying animation. Disabled by default
*/
void SetFly();
/* Enables walk mode. Disabled by default
*/
void SetWalk(bool enable);
/* Makes movement cyclic. Disabled by default
*/
void SetCyclic();
/* Enables falling mode. Disabled by default
*/
void SetFall();
/* Inverses unit model orientation. Disabled by default
*/
void SetOrientationInversed();
/* Fixes unit's model rotation. Disabled by default
*/
void SetOrientationFixed(bool enable);
/* Sets the velocity (in case you want to have custom movement velocity)
* if no set, speed will be selected based on unit's speeds and current movement mode
* Has no effect if falling mode enabled
* velocity shouldn't be negative
*/
void SetVelocity(float velocity);
PointsArray& Path() { return args.path; }
protected:
MoveSplineInitArgs args;
Unit& unit;
};
inline void MoveSplineInit::SetFly() { args.flags.EnableFlying();}
inline void MoveSplineInit::SetWalk(bool enable) { args.flags.walkmode = enable;}
inline void MoveSplineInit::SetSmooth() { args.flags.EnableCatmullRom();}
inline void MoveSplineInit::SetCyclic() { args.flags.cyclic = true;}
inline void MoveSplineInit::SetFall() { args.flags.EnableFalling();}
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inline void MoveSplineInit::SetVelocity(float vel) { args.velocity = vel; args.HasVelocity = true; }
inline void MoveSplineInit::SetOrientationInversed() { args.flags.orientationInversed = true;}
inline void MoveSplineInit::SetOrientationFixed(bool enable) { args.flags.orientationFixed = enable;}
inline void MoveSplineInit::MovebyPath(const PointsArray& controls, int32 path_offset)
{
args.path_Idx_offset = path_offset;
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args.path.resize(controls.size());
std::transform(controls.begin(), controls.end(), args.path.begin(), TransportPathTransform(unit));
}
inline void MoveSplineInit::MoveTo(float x, float y, float z)
{
Vector3 v(x,y,z);
MoveTo(v);
}
inline void MoveSplineInit::SetParabolic(float amplitude, float time_shift)
{
args.time_perc = time_shift;
args.parabolic_amplitude = amplitude;
args.flags.EnableParabolic();
}
inline void MoveSplineInit::SetAnimation(AnimType anim)
{
args.time_perc = 0.f;
args.flags.EnableAnimation((uint8)anim);
}
inline void MoveSplineInit::SetFacing(Vector3 const& spot)
{
TransportPathTransform transform(unit);
Vector3 finalSpot = transform(spot);
args.facing.f.x = finalSpot.x;
args.facing.f.y = finalSpot.y;
args.facing.f.z = finalSpot.z;
args.flags.EnableFacingPoint();
}
}
#endif // TRINITYSERVER_MOVESPLINEINIT_H