/*! * \file include/Room.h * \brief World Room Mesh * * \author xythobuz */ #ifndef _ROOM_H_ #define _ROOM_H_ #include #include #include "math/math.h" #include "math/Matrix.h" #include "Mesh.h" #include "Sprite.h" #include "TombRaider.h" class Light { public: /*! * \brief Type a light can be of */ typedef enum { typePoint = 1, //!< Point light typeSpot = 2, //!< Spot light typeDirectional = 3 //!< Directional light } LightType; Light(TombRaider &tr, unsigned int room, unsigned int index); void getPos(vec4_t p); void getDir(vec3_t d); vec_t getAtt(); void getColor(vec4_t c); vec_t getCutoff(); LightType getType(); private: vec4_t pos; //! Light position in 3 space vec3_t dir; //! Light direction vec_t att; vec4_t color; //! Color of light vec_t cutoff; //! Fade out distance LightType type; //! Type of light }; class StaticModel { public: StaticModel(TombRaider &tr, unsigned int room, unsigned int i); void display(); // Compares distance to ViewVolume for depth sorting bool operator<(const StaticModel &other); private: int index; vec_t yaw; vec3_t pos; // ? //vec3_t bbox[2]; }; class Portal { public: Portal(TombRaider &tr, unsigned int room, unsigned int index, Matrix &transform); void getVertices(vec3_t vert[4]); int getAdjoiningRoom(); private: vec3_t vertices[4]; vec3_t normal; int adjoiningRoom; }; class Box { public: Box(TombRaider &tr, unsigned int room, unsigned int index); private: vec3_t a; vec3_t b; vec3_t c; vec3_t d; }; class Sector { public: Sector(TombRaider &tr, unsigned int room, unsigned int index); vec_t getFloor(); vec_t getCeiling(); bool isWall(); private: vec_t floor; vec_t ceiling; bool wall; }; typedef enum { RoomFlagUnderWater = (1 << 0) } RoomFlags; class Room { public: Room(TombRaider &tr, unsigned int index); ~Room(); void setFlags(unsigned int f); unsigned int getFlags(); unsigned int getNumXSectors(); unsigned int getNumZSectors(); void getPos(vec3_t p); void getBoundingBox(vec3_t box[2]); bool inBox(vec_t x, vec_t y, vec_t z); bool inBoxPlane(vec_t x, vec_t z); unsigned int sizeAdjacentRooms(); int getAdjacentRoom(unsigned int index); unsigned int sizePortals(); Portal &getPortal(unsigned int index); unsigned int sizeSectors(); Sector &getSector(unsigned int index); unsigned int sizeBox(); Box &getBox(unsigned int index); unsigned int sizeModels(); StaticModel &getModel(unsigned int index); void sortModels(); unsigned int sizeLights(); Light &getLight(unsigned int index); unsigned int sizeSprites(); Sprite &getSprite(unsigned int index); Mesh &getMesh(); private: unsigned int flags; unsigned int numXSectors; unsigned int numZSectors; vec3_t pos; vec3_t bbox[2]; Mesh mesh; std::vector adjacentRooms; std::vector sprites; std::vector models; std::vector portals; std::vector boxes; std::vector sectors; std::vector lights; // Was used for "depth sorting" render list, but never assigned...?! //vec_t dist; // Distance to near plane, move to room? }; #endif