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- /*!
- * \file include/RoomData.h
- * \brief World Room Mesh
- *
- * \author xythobuz
- */
-
- #ifndef _ROOM_DATA_H_
- #define _ROOM_DATA_H_
-
- #include <memory>
- #include <vector>
- #include <glm/mat4x4.hpp>
- #include <glm/vec3.hpp>
-
- class BoundingBox {
- public:
- BoundingBox(glm::vec3 min, glm::vec3 max) {
- corner[0] = glm::vec3(min.x, min.y, min.z);
- corner[1] = glm::vec3(max.x, min.y, min.z);
- corner[2] = glm::vec3(min.x, max.y, min.z);
- corner[3] = glm::vec3(min.x, min.y, max.z);
- corner[4] = glm::vec3(max.x, max.y, min.z);
- corner[5] = glm::vec3(min.x, max.y, max.z);
- corner[6] = glm::vec3(max.x, min.y, max.z);
- corner[7] = glm::vec3(max.x, max.y, max.z);
- }
-
- bool inBox(glm::vec3 p) {
- return ((p.y >= corner[0].y) && (p.y <= corner[7].y)
- && inBoxPlane(p));
- }
-
- bool inBoxPlane(glm::vec3 p) {
- return ((p.x >= corner[0].x) && (p.x <= corner[7].x)
- && (p.z >= corner[0].z) && (p.z <= corner[7].z));
- }
-
- glm::vec3 getCorner(int i) {
- assert((i >= 0) && (i < 8));
- return corner[i];
- }
-
- void display(glm::mat4 VP, glm::vec3 colorLine, glm::vec3 colorDot);
-
- private:
- glm::vec3 corner[8];
- };
-
- // --------------------------------------
-
- class StaticModel {
- public:
- StaticModel(glm::vec3 pos, float angle, int i);
- void display(glm::mat4 VP);
-
- private:
- int id;
- int cache;
- glm::mat4 model;
- };
-
- // --------------------------------------
-
- class Portal {
- public:
- Portal(int adj, glm::vec3 n, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3,
- glm::vec3 v4) : adjoiningRoom(adj), normal(n) {
- vert[0] = v1; vert[1] = v2;
- vert[2] = v3; vert[3] = v4;
- }
- int getAdjoiningRoom() { return adjoiningRoom; }
- glm::vec3 getNormal() { return normal; }
- glm::vec3 getVertex(int i) { assert((i >= 0) && (i < 4)); return vert[i]; }
-
- private:
- int adjoiningRoom;
- glm::vec3 normal;
- glm::vec3 vert[4];
- };
-
- // --------------------------------------
-
- 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;
-
- void getPos(float p[4]);
- void getDir(float d[3]);
- float getAtt();
- void getColor(float c[4]);
- float getCutoff();
- LightType getType();
-
- private:
- float pos[4]; //! Light position in 3 space
- float dir[3]; //! Light direction
- float att;
- float color[4]; //! Color of light
- float cutoff; //! Fade out distance
- LightType type; //! Type of light
- };
-
- // --------------------------------------
-
- class Sector {
- public:
- Sector(float f, float c, bool w) : floor(f), ceiling(c), wall(w) { }
- float getFloor();
- float getCeiling();
- bool isWall();
-
- private:
- float floor;
- float ceiling;
- bool wall;
- };
-
- #endif
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