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/*
   model/classes.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_MODEL_CLASSES_H__
#define __INCLUDED_MODEL_CLASSES_H__

#include "math/axis.h"
#include "math/color.h"
#include "math/vector3f.h"

namespace model
{

/* ---- class MapClass --------------------------------------------- */

class MapClass
{
public:
	MapClass();
	~MapClass();

	inline const math::Vector3f &location() const { return mapclass_location; }

	inline const math::Axis &axis() const { return mapclass_axis; }


	inline void set_location(const math::Vector3f location) { mapclass_location.assign(location); }

	inline void set_axis(const math::Axis axis) { mapclass_axis.assign(axis); }

private:
	math::Vector3f		mapclass_location;
	math::Axis		mapclass_axis;
};

/* ---- class Light ------------------------------------------------ */

/// an exterior light
class Light
{
public:
	Light();
	
	Light(const math::Vector3f & location, const math::Color & color, bool strobe=false);
	
	~Light();
	
	inline const math::Vector3f & location() const
	{
		return light_location;
	}
	
	inline const math::Color & color() const
	{
		return light_color;
	};
	
	/// true if this is a strobe light
	inline bool strobe() const
	{
		return light_strobe;
	}
	
	/// true if this light has entity color
	inline bool entity() const
	{
		return light_entity;
	}
	
	/// size of the light, default is 1.0f
	inline float radius() const
	{
		return light_radius;
	}
	
	/// strobe time offset, in seconds
	inline float offset() const
	{
		return light_offset;
	}
	
	/// frequency in strobes per second
	inline float frequency() const
	{
		return light_frequency;
	}
	
	/// fraction a strobe light will be on, default is 0.5f
	inline float time() const
	{
		return light_time;
	}
	
	/// flare texture number
	inline unsigned int flare() const
	{
		return light_flare;
	}
	
	/// render texture number
	inline size_t texture() const
	{
		return render_texture;
	}
	
	math::Vector3f		light_location;
	math::Color		light_color;
	bool			light_strobe;
	bool			light_entity;
	float			light_radius;
	float			light_frequency;
	float			light_offset;
	float			light_time;
	
	unsigned int		light_flare;
	
	size_t			render_texture;
};

/* ---- class Flare ------------------------------------------------ */

/// a flare is a directional light
class Flare : public Light
{
public:
	Flare();
	~Flare();
	
	inline const math::Axis axis() const
	{
		return flare_axis;
	}
	
	inline bool engine() const
	{
		return flare_engine;
	}

	math::Axis		flare_axis;
	bool			flare_engine;
};

/* ---- class Particles -------------------------------------------- */

/// a particle system
class Particles
{
public:
	Particles();
	
	Particles(const math::Vector3f & location);
	~Particles();
	
	inline const math::Vector3f & location() const
	{
		return particles_location;
	}

	inline const math::Axis &axis() const
	{
		return particles_axis;
	}
	
	inline const std::string & script() const
	{
		return particles_script;
	}

	inline bool entity() const
	{
		return particles_entity;
	}

	inline bool engine() const
	{
		return particles_engine;
	}
	std::string		particles_script;
	math::Vector3f		particles_location;
	math::Axis		particles_axis;

	bool			particles_entity;
	bool			particles_engine;
};

/* ---- class Dock ------------------------------------------------- */

/// a docking location
class Dock
{
public:
	Dock();
	~Dock();
	
	/// location of the dock
	inline const math::Vector3f & location() const
	{
		return dock_location;
	}
	
	/// trigger distance default is 0.01f
	inline float radius() const
	{
		return dock_radius;
	}
	
	
	math::Vector3f		dock_location;
	float			dock_radius;
};

}

#endif // __INCLUDED_MODEL_CLASSES_H__