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/*
model/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_MODEL_MODEL_H__
#define __INCLUDED_MODEL_MODEL_H__
#include <string>
#include <list>
#include <map>
#include "math/mathlib.h"
#include "model/collisionmodel.h"
#include "model/tags.h"
#include "model/fragment.h"
/// classes representing 3D geometry
namespace model
{
/// scaling factor when loading model geometry
const float SCALE = 1.0f / 1024.0f;
const float ANGLEUP = -1.0f;
const float ANGLEDOWN = -2.0f;
/// a 3D model contains a list of faces
class Model
{
public:
/// type definition for the model registry
typedef std::map<std::string, Model*> Registry;
/// type definition for a list of model fragments
typedef std::list<Fragment *> Fragments;
/// type definition for a list of model light tags
typedef std::list<Light *> Lights;
/// type definition for a list of model flare tags
typedef std::list<Flare *> Flares;
/// type definition for a list of model dock tags
typedef std::list<Dock *> Docks;
/// type definition for a list of model particle system tags
typedef std::list<Particles *> ParticleSystems;
/// type definition for a list of model sound tags
typedef std::list<Sound *> Sounds;
/// type definition for a list of model weapon tags
typedef std::list<Weapon *> Weapons;
/// type definition for a list of FragmentGroups
typedef std::list<FragmentGroup *> Groups;
/// create a model with a name
Model(const std::string & name);
/// delete the model, and all fragments, lights, etc
~Model();
/// the name of the model
inline const std::string & name() const {
return model_name;
}
/// radius
inline float radius() const {
return model_radius;
}
/// additional model fragment groups
inline Groups & groups() {
return model_groups;
}
inline CollisionModel *collisionmodel() {
return model_collisionmodel;
}
/// list of model light tags
inline Lights & lights() {
return model_lights;
}
/// list of model dock tags
inline Docks & docks() {
return model_docks;
}
/// list of model flare tags
inline Flares & flares() {
return model_flares;
}
/// list of model sound tags
inline Sounds & sounds() {
return model_sounds;
}
/// list of model weapon tags
inline Weapons & weapons() {
return model_weapons;
}
/// list of model particle system tags
inline ParticleSystems & particles() {
return model_particles;
}
inline const math::BoundingBox3f & box() const {
return model_box;
}
/// engine sound loop for this model
inline unsigned int enginesound() const {
return model_enginesound;
}
/// impulse sound set for this model
inline unsigned int impulsesound() const {
return model_impulsesound;
}
/// engine color for this model
inline const math::Color & enginecolor() const {
return model_enginecolor;
}
/// original model origin
inline const math::Vector3f & origin() const {
return model_origin;
}
/// add a light tag to the model
void add_light(Light *light);
/// add a particle system tag to the model
void add_particles(Particles *particles);
/// add a flare tag to the model
void add_flare(Flare *flare);
/// add a docking location tag to the model
void add_dock(Dock *dock);
/// add a weapon slot tag to the model
void add_weapon(Weapon *weapon);
/// add a sound tag to the model
void add_sound(Sound *sound);
/// add a fragment group to the model
void add_group(FragmentGroup *group);
/// set model radius
void set_radius(const float radius);
/// set collision model
void set_collisionmodel(CollisionModel *collisionmodel);
/// set model origin
void set_origin(const math::Vector3f &origin);
math::Vector3f model_origin;
math::BoundingBox3f model_box;
unsigned int model_enginesound;
unsigned int model_impulsesound;
math::Color model_enginecolor;
/// total number of triangles
size_t model_tris_count;
/// number of detail triangles
size_t model_tris_detail_count;
/// total number of quads
size_t model_quad_count;
/// number of detail quads
size_t model_quad_detail_count;
/* ---- static functions for the Model registry -------------------- */
/// the model registry
static inline Registry & registry() {
return model_registry;
}
/// get name model, returns 0 if not found
static Model *find(const std::string & name);
/// get named model from the registry and load it if necessary
static Model *load(const std::string & name);
/// clear the model registry
static void clear();
/// list the content of the model registry
static void list();
/// list one model
static void list_model(Model *model);
private:
std::string model_name;
Docks model_docks;
Flares model_flares;
Sounds model_sounds;
Lights model_lights;
ParticleSystems model_particles;
Weapons model_weapons;
Groups model_groups;
float model_radius;
static Registry model_registry;
CollisionModel *model_collisionmodel;
};
}
#endif // __INCLUDED_MODEL_MODEL_H__
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