Open Source Tomb Raider Engine
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  1. /*!
  2. * \file src/World.cpp
  3. * \brief The game world (model)
  4. *
  5. * \author Mongoose
  6. */
  7. #include <cstdio>
  8. #include <math.h>
  9. #include "global.h"
  10. #include "World.h"
  11. World::~World() {
  12. destroy();
  13. }
  14. // Temp methods for rendering use until more refactoring is done
  15. model_mesh_t *World::getMesh(int index)
  16. {
  17. return mMeshes[index];
  18. }
  19. void World::addMesh(model_mesh_t *mesh)
  20. {
  21. if (mesh)
  22. mMeshes.push_back(mesh);
  23. }
  24. void World::addRoom(Room &room) {
  25. mRooms.push_back(&room);
  26. }
  27. unsigned int World::sizeRoom() {
  28. return mRooms.size();
  29. }
  30. Room &World::getRoom(unsigned int index) {
  31. assert(index < mRooms.size());
  32. return *mRooms.at(index);
  33. }
  34. void World::addSprite(SpriteSequence &sprite) {
  35. mSprites.push_back(&sprite);
  36. }
  37. unsigned int World::sizeSprite() {
  38. return mSprites.size();
  39. }
  40. SpriteSequence &World::getSprite(unsigned int index) {
  41. assert(index < mSprites.size());
  42. return *mSprites.at(index);
  43. }
  44. void World::addEntity(Entity &entity) {
  45. mEntities.push_back(&entity);
  46. }
  47. unsigned int World::sizeEntity() {
  48. return mEntities.size();
  49. }
  50. Entity &World::getEntity(unsigned int index) {
  51. assert(index < mEntities.size());
  52. return *mEntities.at(index);
  53. }
  54. void World::addSkeletalModel(SkeletalModel &model) {
  55. mModels.push_back(&model);
  56. }
  57. unsigned int World::sizeSkeletalModel() {
  58. return mModels.size();
  59. }
  60. SkeletalModel &World::getSkeletalModel(unsigned int index) {
  61. assert(index < mModels.size());
  62. return *mModels.at(index);
  63. }
  64. int World::getRoomByLocation(int index, float x, float y, float z)
  65. {
  66. assert(index >= 0);
  67. assert(index < (int)mRooms.size());
  68. Room &room = *mRooms.at(index);
  69. if (room.getBoundingBox().inBox(x, y, z))
  70. return index;
  71. else
  72. return getRoomByLocation(x, y, z);
  73. }
  74. int World::getRoomByLocation(float x, float y, float z) {
  75. int hop = -1;
  76. for (unsigned int i = 0; i < mRooms.size(); i++) {
  77. if (mRooms.at(i)->getBoundingBox().inBoxPlane(x, z)) {
  78. if (mRooms.at(i)->getBoundingBox().inBox(x, y, z))
  79. return i;
  80. else
  81. hop = i; // This room is above or below current position
  82. }
  83. }
  84. return hop;
  85. }
  86. void World::destroy() {
  87. for (unsigned int i = 0; i != mRooms.size(); i++)
  88. delete mRooms[i];
  89. mRooms.clear();
  90. for (unsigned int i = 0; i != mSprites.size(); i++)
  91. delete mSprites[i];
  92. mSprites.clear();
  93. for (unsigned int i = 0; i != mEntities.size(); i++)
  94. delete mEntities[i];
  95. mEntities.clear();
  96. for (unsigned int i = 0; i != mModels.size(); i++)
  97. delete mModels[i];
  98. mModels.clear();
  99. for (std::vector<int>::size_type i = 0; i != mMeshes.size(); i++) {
  100. model_mesh_t *mesh = mMeshes[i];
  101. if (!mesh)
  102. continue;
  103. for (std::vector<int>::size_type j = 0; j != mesh->texturedTriangles.size(); j++) {
  104. if (mesh->texturedTriangles[j])
  105. delete mesh->texturedTriangles[j];
  106. }
  107. for (std::vector<int>::size_type j = 0; j != mesh->coloredTriangles.size(); j++) {
  108. if (mesh->coloredTriangles[j])
  109. delete mesh->coloredTriangles[j];
  110. }
  111. for (std::vector<int>::size_type j = 0; j != mesh->texturedRectangles.size(); j++) {
  112. if (mesh->texturedRectangles[j])
  113. delete mesh->texturedRectangles[j];
  114. }
  115. for (std::vector<int>::size_type j = 0; j != mesh->coloredRectangles.size(); j++) {
  116. if (mesh->coloredRectangles[j])
  117. delete mesh->coloredRectangles[j];
  118. }
  119. if (mesh->vertices)
  120. delete [] mesh->vertices;
  121. if (mesh->colors)
  122. delete [] mesh->colors;
  123. if (mesh->normals)
  124. delete [] mesh->normals;
  125. delete mesh;
  126. }
  127. mMeshes.clear();
  128. }