Open Source Tomb Raider Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

RoomData.h 2.8KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126
  1. /*!
  2. * \file include/RoomData.h
  3. * \brief Auxiliary Room classes
  4. *
  5. * \author xythobuz
  6. */
  7. #ifndef _ROOM_DATA_H_
  8. #define _ROOM_DATA_H_
  9. #include <memory>
  10. #include <vector>
  11. class BoundingBox {
  12. public:
  13. BoundingBox(glm::vec3 min, glm::vec3 max) {
  14. corner[0] = glm::vec3(min.x, min.y, min.z);
  15. corner[1] = glm::vec3(max.x, min.y, min.z);
  16. corner[2] = glm::vec3(min.x, max.y, min.z);
  17. corner[3] = glm::vec3(min.x, min.y, max.z);
  18. corner[4] = glm::vec3(max.x, max.y, min.z);
  19. corner[5] = glm::vec3(min.x, max.y, max.z);
  20. corner[6] = glm::vec3(max.x, min.y, max.z);
  21. corner[7] = glm::vec3(max.x, max.y, max.z);
  22. }
  23. bool inBox(glm::vec3 p) {
  24. return ((p.y >= corner[0].y) && (p.y <= corner[7].y)
  25. && inBoxPlane(p));
  26. }
  27. bool inBoxPlane(glm::vec3 p) {
  28. return ((p.x >= corner[0].x) && (p.x <= corner[7].x)
  29. && (p.z >= corner[0].z) && (p.z <= corner[7].z));
  30. }
  31. glm::vec3 getCorner(int i) {
  32. orAssertGreaterThanEqual(i, 0);
  33. orAssertLessThan(i, 8);
  34. return corner[i];
  35. }
  36. void display(glm::mat4 VP, glm::vec3 colorLine, glm::vec3 colorDot);
  37. private:
  38. glm::vec3 corner[8];
  39. };
  40. // --------------------------------------
  41. class StaticModel {
  42. public:
  43. StaticModel(glm::vec3 pos, float angle, int i);
  44. void display(glm::mat4 VP);
  45. void displayUI();
  46. private:
  47. int id;
  48. int cache;
  49. glm::mat4 model;
  50. };
  51. // --------------------------------------
  52. class RoomSprite {
  53. public:
  54. RoomSprite(glm::vec3 p, int s) : pos(p), sprite(s) { }
  55. void display(glm::mat4 VP);
  56. private:
  57. glm::vec3 pos;
  58. int sprite;
  59. };
  60. // --------------------------------------
  61. class Portal {
  62. public:
  63. Portal(int adj, glm::vec3 n, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3,
  64. glm::vec3 v4) : adjoiningRoom(adj), normal(n), bbox(v1, v3) {
  65. vert[0] = v1; vert[1] = v2;
  66. vert[2] = v3; vert[3] = v4;
  67. }
  68. int getAdjoiningRoom() { return adjoiningRoom; }
  69. glm::vec3 getNormal() { return normal; }
  70. BoundingBox getBoundingBox() { return bbox; }
  71. void display(glm::mat4 VP);
  72. void displayUI();
  73. glm::vec3 getVertex(int i) {
  74. orAssertGreaterThanEqual(i, 0);
  75. orAssertLessThan(i, 4);
  76. return vert[i];
  77. }
  78. static void setShowBoundingBox(bool s) { showBoundingBox = s; }
  79. static bool getShowBoundingBox() { return showBoundingBox; }
  80. private:
  81. int adjoiningRoom;
  82. glm::vec3 normal;
  83. glm::vec3 vert[4];
  84. BoundingBox bbox;
  85. static bool showBoundingBox;
  86. };
  87. // --------------------------------------
  88. class Sector {
  89. public:
  90. Sector(float f, float c, bool w) : floor(f), ceiling(c), wall(w) { }
  91. float getFloor();
  92. float getCeiling();
  93. bool isWall();
  94. private:
  95. float floor;
  96. float ceiling;
  97. bool wall;
  98. };
  99. #endif