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/*
render/model.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#ifndef __INCLUDED_CORE_MODEL_H__
#define __INCLUDED_CORE_MODEL_H__
namespace core
{
class Model;
}
#include <vector>
#include <map>
#include <list>
#include "math/mathlib.h"
#include "math/plane3f.h"
#include "core/entity.h"
namespace core
{
/// size of the global vertex array - 32M
const size_t VERTEXARRAYSIZE=65536*512;
const int SPHERESEGMENTS=33;
/// global vertex array
class VertexArray
{
public:
/// model vertices
static float vertex[VERTEXARRAYSIZE];
static float vertex_color[VERTEXARRAYSIZE];
static float vertex_normal[VERTEXARRAYSIZE];
static size_t vertex_index;
static void clear();
static void add_vertex(math::Vector3f const &v, math::Vector3f const &n, math::Color const &color);
private:
static void add_sphere();
};
/// a model triangle
class Triangle
{
public:
/// a new triangle with 3 vertices, a normal, color and a detail flag
Triangle(math::Vector3f const &v0, math::Vector3f const &v1, math::Vector3f const &v2, math::Vector3f const &n,
math::Color *color=0, bool detail=false);
~Triangle();
/// normal of the triangle
inline math::Vector3f const & normal() const { return triangle_normal; }
/// color of the triangle
inline math::Color const & color() const { return triangle_color;}
/// indidcates if this triangle was generated from a detail brush
inline bool detail() const { return triangle_detail; }
/// triangle vertex 0
math::Vector3f triangle_v0;
/// triangle vertex 1
math::Vector3f triangle_v1;
/// triangle vertex 2
math::Vector3f triangle_v2;
private:
math::Vector3f triangle_normal;
math::Color triangle_color;
bool triangle_detail;
};
/// a spacecraft engine
class Engine
{
public:
Engine(math::Vector3f const & location);
~Engine();
inline math::Vector3f const & location() const
{
return engine_location;
}
math::Vector3f engine_location;
};
/// an exterior light
class Light
{
public:
Light(math::Vector3f const & location, math::Color const & color, bool strobe=false);
~Light();
inline math::Vector3f const & location() const { return light_location; }
inline math::Color const & color() const { return light_color; };
inline bool strobe() const { return light_strobe; }
math::Vector3f light_location;
math::Color light_color;
bool light_strobe;
};
/// a 3D model contains a list of faces
class Model
{
public:
/// load a model from disk
Model(std::string const & name);
~Model();
/// the name of the model
inline std::string const & name() const
{
return model_name;
}
/// maximum values of the bounding box
inline math::Vector3f const & maxbbox() const { return model_maxbbox; }
/// minimum values of the bounding box
inline math::Vector3f const & minbbox() const { return model_minbbox; }
/// first vertex in the global VertexArray
inline size_t first_vertex() const { return model_first_vertex; }
/// number of structural vertices in this model
inline size_t vertex_structural() const { return model_vertex_count; }
/// number of detail vertices
inline size_t vertex_detail() const { return model_vertex_countdetail; }
/// first vertex in the global VertexArray
inline size_t first_evertex() const { return model_first_evertex; }
/// number of structural evertices in this model
inline size_t evertex_structural() const { return model_evertex_count; }
/// number of detail evertices in this model
inline size_t evertex_detail() const { return model_evertex_countdetail; }
/// total number of triangles in this model
size_t tris() const;
/// number of detail triangles in this model
size_t details() const;
/// radius
inline float radius() const { return model_radius; }
/// the Model registry
static std::map<std::string, Model*> registry;
/* ---- static functions for the Model registry -------------------- */
/// get name model, returns 0 if not found
static Model *find(std::string const & name);
/// get named model from the registry and load it if necessary
static Model *get(std::string const & name);
/// clear the model registry
static void clear();
/// list the content of the model registry
static void list();
/// list of Engines
std::list<Engine *> model_engine;
/// list of Lights
std::list<Light *> model_light;
private:
void make_face(math::Plane3f *face, std::vector<math::Plane3f *> & planes, bool detail);
void add_engine(Engine *engine);
void add_light(Light *light);
std::string model_name;
float model_radius;
float model_scale;
bool model_valid;
math::Vector3f model_maxbbox;
math::Vector3f model_minbbox;
// tmp lists with triangles
std::list<Triangle *> model_tris;
std::list<Triangle *> model_etris;
size_t model_first_vertex;
size_t model_vertex_count;
size_t model_vertex_countdetail;
size_t model_first_evertex;
size_t model_evertex_count;
size_t model_evertex_countdetail;
};
}
#endif // __INCLUDED_RENDER_MODEL_H__
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