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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_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 constructor with location
*/
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 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 const 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;
}
/// 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;
}
/* ---- mutators ------------------------------------------- */
/// set strobe on or off
inline void set_strobe(bool strobe) { light_strobe = strobe; }
/**
* @brief set entity color on or off
*/
inline void set_entity(bool entity) { light_entity = entity; }
/**
* @brief set engine activation on or off
*/
inline void set_engine(bool engine) { light_engine = engine; }
math::Color light_color;
float light_radius;
float light_frequency;
float light_offset;
float light_time;
unsigned int light_flare;
size_t render_texture;
private:
bool light_strobe;
bool light_engine;
bool light_entity;
};
/* ---- class Flare ------------------------------------------------ */
/// a flare is a directional light
class Flare : public Light
{
public:
Flare();
~Flare();
/* ---- inspectors ----------------------------------------- */
inline const math::Axis axis() const
{
return flare_axis;
}
inline const 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:
math::Axis flare_axis;
Cull flare_cull;
};
/* ---- 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 const bool entity() const
{
return particles_entity;
}
inline const bool engine() const
{
return particles_engine;
}
inline const float radius() const
{
return particles_radius;
}
inline const 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; }
/* ---- actors --------------------------------------------- */
/**
* @brief mutable reference to the axis
*/
inline math::Axis &get_axis() { return particles_axis; }
std::string particles_script;
private:
math::Axis particles_axis;
float particles_radius;
bool particles_entity;
bool particles_engine;
Cull particles_cull;
};
/* ---- 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;
};
/* ---- class SubModel --------------------------------------------- */
/// a submodel
class SubModel
{
public:
SubModel();
~SubModel();
inline const std::string &name() const { return submodel_name; }
inline const float scale() const { return submodel_scale; }
inline const math::Vector3f &location() const { return submodel_location; }
inline math::Axis &axis() { return submodel_axis; }
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_location(const math::Vector3f &location) { submodel_location.assign(location); }
inline void set_axis(const math::Axis &axis) { submodel_axis.assign(axis); }
private:
std::string submodel_name;
float submodel_scale;
math::Vector3f submodel_location;
math::Axis submodel_axis;
};
}
#endif // __INCLUDED_MODEL_PARTS_H__
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