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- /*!
- * \file include/Room.h
- * \brief World Room Mesh
- *
- * \author xythobuz
- */
-
- #ifndef _ROOM_H_
- #define _ROOM_H_
-
- #include <vector>
- #include <memory>
- #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<int> adjacentRooms;
- std::vector<Sprite *> sprites;
- std::vector<StaticModel *> models;
- std::vector<Portal *> portals;
- std::vector<Box *> boxes;
- std::vector<Sector *> sectors;
- std::vector<Light *> lights;
-
- // Was used for "depth sorting" render list, but never assigned...?!
- //vec_t dist; // Distance to near plane, move to room?
- };
-
- #endif
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