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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__
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