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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;

/// 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);
};

/// 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;
	}
	
private:
	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; }
	
private:
	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 vertexes in this model
	inline size_t vertex_count() const { return model_vertex_count; }

	/// first vertex in the global VertexArray
	inline size_t first_evertex() const { return model_first_evertex; }

	/// number of vertexes in this model
	inline size_t evertex_count() const { return model_evertex_count; }

	/// number of triangles in this mdel
	inline size_t tris() const { return (model_vertex_count + model_evertex_count)/3; }

	/// 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);
	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_first_evertex;
	size_t			model_evertex_count;
};

}

#endif // __INCLUDED_RENDER_MODEL_H__