Open Source Tomb Raider Engine
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  1. /*!
  2. * \file include/RoomData.h
  3. * \brief World Room Mesh
  4. *
  5. * \author xythobuz
  6. */
  7. #ifndef _ROOM_DATA_H_
  8. #define _ROOM_DATA_H_
  9. #include <vector>
  10. #include <memory>
  11. #include "math/math.h"
  12. #include "math/Matrix.h"
  13. #include "TombRaider.h"
  14. class BoundingBox {
  15. public:
  16. BoundingBox();
  17. void getBoundingBox(vec3_t box[2]);
  18. void setBoundingBox(vec3_t min, vec3_t max);
  19. void display(bool points, const unsigned char c1[4], const unsigned char c2[4]);
  20. bool inBox(vec_t x, vec_t y, vec_t z);
  21. bool inBoxPlane(vec_t x, vec_t z);
  22. private:
  23. vec3_t a, b;
  24. };
  25. class Light {
  26. public:
  27. /*!
  28. * \brief Type a light can be of
  29. */
  30. typedef enum {
  31. typePoint = 1, //!< Point light
  32. typeSpot = 2, //!< Spot light
  33. typeDirectional = 3 //!< Directional light
  34. } LightType;
  35. Light(TombRaider &tr, unsigned int room, unsigned int index);
  36. void getPos(vec4_t p);
  37. void getDir(vec3_t d);
  38. vec_t getAtt();
  39. void getColor(vec4_t c);
  40. vec_t getCutoff();
  41. LightType getType();
  42. private:
  43. vec4_t pos; //! Light position in 3 space
  44. vec3_t dir; //! Light direction
  45. vec_t att;
  46. vec4_t color; //! Color of light
  47. vec_t cutoff; //! Fade out distance
  48. LightType type; //! Type of light
  49. };
  50. class StaticModel {
  51. public:
  52. StaticModel(TombRaider &tr, unsigned int room, unsigned int i);
  53. void display();
  54. // Compares distance to ViewVolume for depth sorting
  55. bool operator<(const StaticModel &other);
  56. private:
  57. int index;
  58. vec_t yaw;
  59. vec3_t pos;
  60. // ?
  61. //vec3_t bbox[2];
  62. };
  63. class Portal {
  64. public:
  65. Portal(TombRaider &tr, unsigned int room, unsigned int index, Matrix &transform);
  66. void getVertices(vec3_t vert[4]);
  67. int getAdjoiningRoom();
  68. private:
  69. vec3_t vertices[4];
  70. vec3_t normal;
  71. int adjoiningRoom;
  72. };
  73. class Box {
  74. public:
  75. Box(TombRaider &tr, unsigned int room, unsigned int index);
  76. private:
  77. vec3_t a;
  78. vec3_t b;
  79. vec3_t c;
  80. vec3_t d;
  81. };
  82. class Sector {
  83. public:
  84. Sector(TombRaider &tr, unsigned int room, unsigned int index);
  85. vec_t getFloor();
  86. vec_t getCeiling();
  87. bool isWall();
  88. private:
  89. vec_t floor;
  90. vec_t ceiling;
  91. bool wall;
  92. };
  93. #endif