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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/engine.h"
#include "model/light.h"
#include "model/flare.h"

/// classes representing 3D geometry
namespace model
{

/// scaling factor when loading .map geometry
const float SCALE = 1.0f / 1024.0f;

/// 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 evertex 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; }

	/// first lvertex in the global VertexArray
	inline size_t first_lvertex() const { return model_first_lvertex; }

	/// number of structural lvertices in this model
	inline size_t lvertex_structural() const { return model_lvertex_count; }

	/// number of detail evertices in this model
	inline size_t lvertex_detail() const { return model_lvertex_countdetail; }

	/// engine sound loop for this model
	inline unsigned int enginesound() const { return model_enginesound; }

	/// 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; }

	/// list of Engines
	std::list<Engine *>	model_engine;

	/// add an engine to the model
	void add_engine(Engine *engine);

	/// list of Lights
	std::list<Light   *>	model_light;

	/// add a light to the model
	void add_light(Light *light);

	/// list of flares
	std::list<Flare   *>	model_flare;

	/// add a flare to the model
	void add_flare(Flare *flare);
	
	std::string		model_name;
	float			model_radius;

	math::Vector3f		model_maxbbox;
	math::Vector3f		model_minbbox;

	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;

	size_t			model_first_lvertex;
	size_t			model_lvertex_count;
	size_t			model_lvertex_countdetail;

	unsigned int		model_enginesound;

	/* ---- static functions for the Model registry -------------------- */

	/// the Model registry
	static std::map<std::string, 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 *load(std::string const & name);
	
	/// clear the model registry
	static void clear();
	
	/// list the content of the model registry
	static void list();
};

}

#endif // __INCLUDED_MODEL_MODEL_H__