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- /*!
- * \file include/Room.h
- * \brief World Room Mesh
- *
- * \author xythobuz
- */
-
- #ifndef _ROOM_H_
- #define _ROOM_H_
-
- #include <vector>
- #include "Mesh.h"
- #include "Sprite.h"
- #include "TombRaider.h"
- #include "RoomData.h"
-
- typedef enum {
- RoomFlagUnderWater = (1 << 0)
- } RoomFlags;
-
- class Room {
- public:
- Room(TombRaider& tr, unsigned int index);
-
- Room();
- ~Room();
-
- BoundingBox& getBoundingBox();
- void display(bool alpha);
-
- 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);
-
- Mesh& getMesh() { return mesh; }
-
- unsigned int getNumXSectors();
- unsigned int getNumZSectors();
- void getPos(float p[3]);
-
- void setFlags(unsigned int f);
- unsigned int getFlags();
-
- unsigned long sizeAdjacentRooms();
- long getAdjacentRoom(unsigned long index);
- void addAdjacentRoom(long r);
-
- 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 sizeBox();
- Box& getBox(unsigned long index);
- void addBox(Box* b);
-
- 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:
- void sortModels();
-
- unsigned int flags;
- unsigned int numXSectors;
- unsigned int numZSectors;
- float pos[3];
-
- BoundingBox bbox;
- Mesh mesh;
-
- std::vector<long> 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...?!
- //float dist; // Distance to near plane, move to room?
- };
-
- #endif
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