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- /*!
- * \file include/Room.h
- * \brief World Room Mesh
- *
- * \author xythobuz
- */
-
- #ifndef _ROOM_H_
- #define _ROOM_H_
-
- #include <memory>
- #include <vector>
- #include <glm/mat4x4.hpp>
- #include <glm/vec3.hpp>
-
- #include "Sprite.h"
- #include "RoomData.h"
- #include "RoomMesh.h"
-
- enum RoomFlags {
- RoomFlagUnderWater = (1 << 0)
- };
-
- class Room {
- public:
- Room(glm::vec3 _pos, BoundingBox* _bbox, RoomMesh* _mesh, unsigned int f,
- int a, int x, int z)
- : pos(_pos), bbox(_bbox), mesh(_mesh), flags(f), alternateRoom(a),
- numXSectors(x), numZSectors(z) { }
-
- void prepare() { mesh->prepare(); }
- void display(glm::mat4 view, glm::mat4 projection);
-
- bool isWall(unsigned long sector);
- long getSector(float x, float z, float* floor, float* ceiling);
- long getSector(float x, float z);
- void getHeightAtPosition(float x, float* y, float z);
- int getAdjoiningRoom(float x, float y, float z,
- float x2, float y2, float z2);
-
- BoundingBox& getBoundingBox() { return *bbox; }
- RoomMesh& getMesh() { return *mesh; }
-
- unsigned int getNumXSectors() { return numXSectors; }
- unsigned int getNumZSectors() { return numZSectors; }
-
- unsigned int getFlags() { return flags; }
-
- unsigned long sizePortals();
- Portal& getPortal(unsigned long index);
- void addPortal(Portal* p);
-
- unsigned long sizeSectors();
- Sector& getSector(unsigned long index);
- void addSector(Sector* s);
-
- unsigned long sizeModels();
- StaticModel& getModel(unsigned long index);
- void addModel(StaticModel* s);
-
- unsigned long sizeLights();
- Light& getLight(unsigned long index);
- void addLight(Light* l);
-
- unsigned long sizeSprites();
- Sprite& getSprite(unsigned long index);
- void addSprite(Sprite* s);
-
- private:
- glm::vec3 pos;
- std::unique_ptr<BoundingBox> bbox;
- std::unique_ptr<RoomMesh> mesh;
-
- unsigned int flags;
- int numXSectors;
- int numZSectors;
- int alternateRoom;
-
- std::vector<std::unique_ptr<Sprite>> sprites;
- std::vector<std::unique_ptr<StaticModel>> models;
- std::vector<std::unique_ptr<Portal>> portals;
- std::vector<std::unique_ptr<Sector>> sectors;
- std::vector<std::unique_ptr<Light>> lights;
-
- // Was used for "depth sorting" render list, but never assigned...?!
- //float dist; // Distance to near plane, move to room?
- };
-
- #endif
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