Open Source Tomb Raider Engine
選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。

RoomData.h 2.8KB

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  1. /*!
  2. * \file include/RoomData.h
  3. * \brief World Room Mesh
  4. *
  5. * \author xythobuz
  6. */
  7. #ifndef _ROOM_DATA_H_
  8. #define _ROOM_DATA_H_
  9. #include <memory>
  10. #include <vector>
  11. #include <glm/vec3.hpp>
  12. class BoundingBox {
  13. public:
  14. BoundingBox(glm::vec3 min, glm::vec3 max) : a(min), b(max) {
  15. corner[0] = glm::vec3(a.x, a.y, a.z);
  16. corner[1] = glm::vec3(b.x, a.y, a.z);
  17. corner[2] = glm::vec3(a.x, b.y, a.z);
  18. corner[3] = glm::vec3(a.x, a.y, b.z);
  19. corner[4] = glm::vec3(b.x, b.y, a.z);
  20. corner[5] = glm::vec3(a.x, b.y, b.z);
  21. corner[6] = glm::vec3(b.x, a.y, b.z);
  22. corner[7] = glm::vec3(b.x, b.y, b.z);
  23. }
  24. bool inBox(glm::vec3 p) {
  25. return ((p.y >= a.y) && (p.y <= b.y) && inBoxPlane(p));
  26. }
  27. bool inBoxPlane(glm::vec3 p) {
  28. return ((p.x >= a.x) && (p.x <= b.x) && (p.z >= a.z) && (p.z <= b.z));
  29. }
  30. glm::vec3 getCorner(int i) {
  31. assert((i >= 0) && (i < 8));
  32. return corner[i];
  33. }
  34. private:
  35. glm::vec3 a, b;
  36. glm::vec3 corner[8];
  37. };
  38. // --------------------------------------
  39. class StaticModel {
  40. public:
  41. StaticModel(glm::vec3 p, float a, int i) : pos(p), angle(a), id(i), cache(-1) { }
  42. void display(glm::mat4 view, glm::mat4 projection);
  43. private:
  44. glm::vec3 pos;
  45. float angle;
  46. int id;
  47. int cache;
  48. };
  49. // --------------------------------------
  50. class Portal {
  51. public:
  52. Portal(int adj, glm::vec3 n, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3,
  53. glm::vec3 v4) : adjoiningRoom(adj), normal(n) {
  54. vert[0] = v1; vert[1] = v2;
  55. vert[2] = v3; vert[3] = v4;
  56. }
  57. int getAdjoiningRoom() { return adjoiningRoom; }
  58. glm::vec3 getNormal() { return normal; }
  59. glm::vec3 getVertex(int i) { assert((i >= 0) && (i < 4)); return vert[i]; }
  60. private:
  61. int adjoiningRoom;
  62. glm::vec3 normal;
  63. glm::vec3 vert[4];
  64. };
  65. // --------------------------------------
  66. class Light {
  67. public:
  68. /*!
  69. * \brief Type a light can be of
  70. */
  71. typedef enum {
  72. typePoint = 1, //!< Point light
  73. typeSpot = 2, //!< Spot light
  74. typeDirectional = 3 //!< Directional light
  75. } LightType;
  76. void getPos(float p[4]);
  77. void getDir(float d[3]);
  78. float getAtt();
  79. void getColor(float c[4]);
  80. float getCutoff();
  81. LightType getType();
  82. private:
  83. float pos[4]; //! Light position in 3 space
  84. float dir[3]; //! Light direction
  85. float att;
  86. float color[4]; //! Color of light
  87. float cutoff; //! Fade out distance
  88. LightType type; //! Type of light
  89. };
  90. // --------------------------------------
  91. class Sector {
  92. public:
  93. Sector(float f, float c, bool w) : floor(f), ceiling(c), wall(w) { }
  94. float getFloor();
  95. float getCeiling();
  96. bool isWall();
  97. private:
  98. float floor;
  99. float ceiling;
  100. bool wall;
  101. };
  102. #endif