Open Source Tomb Raider Engine
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Room.h 3.1KB

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  1. /*!
  2. * \file include/Room.h
  3. * \brief World Room Mesh
  4. *
  5. * \author xythobuz
  6. */
  7. #ifndef _ROOM_H_
  8. #define _ROOM_H_
  9. #include <vector>
  10. #include <memory>
  11. #include "math/math.h"
  12. #include "Mesh.h"
  13. #include "Sprite.h"
  14. class Light {
  15. public:
  16. /*!
  17. * \brief Type a light can be of
  18. */
  19. typedef enum {
  20. typePoint = 1, //!< Point light
  21. typeSpot = 2, //!< Spot light
  22. typeDirectional = 3 //!< Directional light
  23. } LightType;
  24. Light(vec4_t pos, vec3_t dir, vec_t att, vec4_t color, vec_t cutoff, LightType type);
  25. //private:
  26. vec4_t mPos; //! Light position in 3 space
  27. vec3_t mDir; //! Light direction
  28. vec_t mAtt;
  29. vec4_t mColor; //! Color of light
  30. vec_t mCutoff; //! Fade out distance
  31. LightType mType; //! Type of light
  32. };
  33. class StaticModel {
  34. public:
  35. StaticModel(int _index, vec_t _yaw, vec3_t _pos);
  36. // Compares distance to ViewVolume for depth sorting
  37. bool operator<(const StaticModel &other);
  38. private:
  39. int index;
  40. vec_t yaw;
  41. vec3_t pos;
  42. // ?
  43. //vec3_t bbox[2];
  44. };
  45. class Portal {
  46. public:
  47. Portal(vec3_t _vertices[4], vec3_t _normal, int _adjoiningRoom);
  48. vec3_t *getVertices();
  49. int getAdjoiningRoom();
  50. private:
  51. vec3_t vertices[4];
  52. vec3_t normal;
  53. int adjoiningRoom;
  54. };
  55. class Box {
  56. public:
  57. Box(vec3_t _a, vec3_t _b, vec3_t _c, vec3_t _d);
  58. private:
  59. vec3_t a;
  60. vec3_t b;
  61. vec3_t c;
  62. vec3_t d;
  63. };
  64. class Sector {
  65. public:
  66. Sector(vec_t _floor, vec_t _ceiling, bool _wall);
  67. vec_t getFloor();
  68. vec_t getCeiling();
  69. bool isWall();
  70. private:
  71. vec_t floor;
  72. vec_t ceiling;
  73. bool wall;
  74. };
  75. typedef enum {
  76. RoomFlagUnderWater = (1 << 0)
  77. } RoomFlags;
  78. class Room {
  79. public:
  80. Room(int _id);
  81. ~Room();
  82. void setFlags(unsigned int f);
  83. unsigned int getFlags();
  84. void setNumXSectors(unsigned int n);
  85. unsigned int getNumXSectors();
  86. void setNumZSectors(unsigned int n);
  87. unsigned int getNumZSectors();
  88. void setPos(vec3_t p);
  89. void getPos(vec3_t p);
  90. void setBoundingBox(vec3_t box[2]);
  91. bool inBox(vec_t x, vec_t y, vec_t z);
  92. bool inBoxPlane(vec_t x, vec_t z);
  93. void addAdjacentRoom(int r);
  94. unsigned int sizePortals();
  95. Portal &getPortal(unsigned int index);
  96. void addPortal(Portal &p);
  97. unsigned int sizeSectors();
  98. Sector &getSector(unsigned int index);
  99. void addSector(Sector &s);
  100. void addBox(Box &b);
  101. void addModel(StaticModel &m);
  102. void addSprite(Sprite &s);
  103. void addLight(Light &l);
  104. Mesh &getMesh();
  105. private:
  106. int id;
  107. unsigned int flags;
  108. unsigned int numXSectors;
  109. unsigned int numZSectors;
  110. vec3_t pos;
  111. vec3_t bbox[2];
  112. std::vector<int> adjacentRooms;
  113. std::vector<Sprite *> sprites;
  114. std::vector<StaticModel *> models;
  115. std::vector<Portal *> portals;
  116. std::vector<Box *> boxes;
  117. std::vector<Sector *> sectors;
  118. // Was previously stored in RenderRoom
  119. vec_t dist; //!< Distance to near plane, move to room?
  120. std::vector<Light *> lights; //!< List of lights in this room
  121. Mesh mesh; //!< OpenGL mesh that represents this room
  122. };
  123. #endif