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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;
	}

	/// print information about the model to console
	void print() const;
	
	/// model fragment groups
	inline Groups & groups() {
		return model_groups;
	}

	/// associated collisionmodel
	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;
	}

	/// search the model registry
	static Model *find(const std::string & name);
	
	/// search the model registry for a partial name
	static Model *search(const std::string & searchname);

	/**
	 * @brief load a model
	 * If the model has already been loaded, a pointer to the existing instance will be returned
	 * */
	static Model *load(const std::string & name);

	/// clear the model registry
	static void clear();

	/// list the content of the model registry
	static void list();

private:
	/**
	 * @brief sort model tags according to location
	 * */
	void sort();
		
	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__