1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
|
/*
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_PARTS_H__
#define __INCLUDED_MODEL_PARTS_H__
#include "math/axis.h"
#include "math/color.h"
#include "math/vector3f.h"
namespace model
{
/* ---- globals ---------------------------------------------------- */
// FIXME this should end up in material.h
/**
* @brief
* culling parameter values
* Culling is a paremeter used by flares and particles to indicate
* with side of the polygons should be culled during rendering
*/
enum Cull { CullNone = 0, CullBack = 1, CullFront = 2 };
/* ---- class Part ------------------------------------------------- */
/**
* @brief a special part of a model
*/
class Part
{
public:
/**
* @brief default constructor
*/
inline Part() : part_location() {
}
/**
* @brief copy constructor
*/
inline Part(const Part& other) : part_location(other.location()) {
}
/**
* @brief constructor with location
* @param location location of this part within the parent model
*/
inline Part(const math::Vector3f& location) : part_location(location) {
}
/* ---- inspectors ----------------------------------------- */
/**
* @brief location of this part within the parent model
*/
inline const math::Vector3f& location() const {
return part_location;
}
/* ---- mutators ------------------------------------------- */
/**
* @brief set the location within the parent model
*/
inline void set_location(const math::Vector3f& location) {
part_location.assign(location);
}
/**
* @brief set the location within the parent model
*/
inline void set_location(const float x, const float y, const float z) {
part_location.assign(x, y, z);
}
/* ---- actors --------------------------------------------- */
/**
* @brief mutable reference to the location of this part within the parent model
*/
inline math::Vector3f& get_location() {
return part_location;
}
private:
math::Vector3f part_location;
};
/* ---- class Light ------------------------------------------------ */
/// an exterior light
class Light : public Part
{
public:
/**
* @brief default constructor
*/
Light();
/**
* @brief copy constructor
*/
Light(const Light& other);
/**
* @brief destructor
*/
~Light();
/* ---- inspectors ----------------------------------------- */
/// light color
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;
}
/// true if this light has engine activation
inline bool engine() const {
return light_engine;
}
/// 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;
}
/// strobe frequency in strobes per second, default is 1.0f
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 id
inline size_t texture() const {
return light_texture;
}
/* ---- mutators ------------------------------------------- */
/**
* @brief set strobe color on or off
*/
inline void set_strobe(const bool strobe) {
light_strobe = strobe;
}
/**
* @brief set entity color on or off
*/
inline void set_entity(const bool entity) {
light_entity = entity;
}
/**
* @brief set engine activation on or off
*/
inline void set_engine(const bool engine) {
light_engine = engine;
}
/**
* @brief set the light radius
*/
inline void set_radius(const float radius) {
light_radius = radius;
}
/**
* @brief set the light strobe frequency, in strobes per second
*/
inline void set_frequency(const float frequency) {
light_frequency = frequency;
}
/**
* @brief set the light on time, from 0.0 (always off) to 1.0 (always on)
*/
inline void set_time(const float time) {
light_radius = time;
}
/**
* @brief set the light strobe time offset, in seconds
*/
inline void set_offset(const float offset) {
light_offset = offset;
}
/**
* @brief set the flare texture number
*/
inline void set_flare(unsigned int flare) {
light_flare = flare;
}
/**
* @brief set the render texture id
*/
inline void set_texture(size_t texture) {
light_texture = texture;
}
/**
* @brief mutable reference to the color
*/
inline math::Color& get_color() {
return light_color;
}
private:
bool light_strobe;
bool light_engine;
bool light_entity;
unsigned int light_flare;
float light_radius;
float light_frequency;
float light_offset;
float light_time;
math::Color light_color;
size_t light_texture;
};
/* ---- class Flare ------------------------------------------------ */
/// a flare is a directional light
class Flare : public Light
{
public:
Flare();
/**
* @brief copy constructor
*/
Flare(const Flare& other);
~Flare();
/* ---- inspectors ----------------------------------------- */
inline const math::Axis &axis() const {
return flare_axis;
}
inline Cull cull() const {
return flare_cull;
}
/* ---- mutators ------------------------------------------- */
inline void set_cull(const Cull cull) {
flare_cull = cull;
}
/* ---- actors --------------------------------------------- */
/**
* @brief mutable reference to the axis
*/
inline math::Axis& get_axis() {
return flare_axis;
}
private:
Cull flare_cull;
math::Axis flare_axis;
};
/* ---- class Particles -------------------------------------------- */
/// a particle system
class Particles : public Part
{
public:
Particles();
Particles(const math::Vector3f & location);
~Particles();
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;
}
inline float radius() const {
return particles_radius;
}
inline Cull cull() const {
return particles_cull;
}
/* ---- mutators ------------------------------------------- */
/**
* @brief set entity color on or off
*/
inline void set_entity(const bool entity) {
particles_entity = entity;
}
/**
* @brief set engine activation on or off
*/
inline void set_engine(const bool engine) {
particles_engine = engine;
}
inline void set_radius(const float radius) {
particles_radius = radius;
}
inline void set_cull(const Cull cull) {
particles_cull = cull;
}
inline void set_script(const std::string& script) {
particles_script.assign(script);
}
/* ---- actors --------------------------------------------- */
/**
* @brief mutable reference to the axis
*/
inline math::Axis& get_axis() {
return particles_axis;
}
private:
bool particles_entity;
bool particles_engine;
Cull particles_cull;
float particles_radius;
math::Axis particles_axis;
std::string particles_script;
};
/* ---- class Dock ------------------------------------------------- */
/// a docking location
class Dock : public Part
{
public:
Dock();
/**
* @brief copy constructor
*/
Dock(const Dock& other);
~Dock();
/// dock radius, default is 0.01f
inline float radius() const {
return dock_radius;
}
/// set dock radius
inline void set_radius(const float radius) {
dock_radius = radius;
}
private:
float dock_radius;
};
/* ---- class SubModel --------------------------------------------- */
/// a submodel
class SubModel : public Part
{
public:
SubModel();
SubModel(const SubModel& other);
~SubModel();
inline const std::string& name() const {
return submodel_name;
}
inline const math::Axis& axis() const {
return submodel_axis;
}
inline float scale() const {
return submodel_scale;
}
inline void set_scale(const float scale) {
submodel_scale = scale;
}
inline void set_name(const std::string& name) {
submodel_name.assign(name);
}
inline void set_axis(const math::Axis& axis) {
submodel_axis.assign(axis);
}
/* ---- actors --------------------------------------------- */
/**
* @brief mutable reference to the axis
*/
inline math::Axis& get_axis() {
return submodel_axis;
}
private:
float submodel_scale;
std::string submodel_name;
math::Axis submodel_axis;
};
}
#endif // __INCLUDED_MODEL_PARTS_H__
|