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108 lines
4.2 KiB
C++
108 lines
4.2 KiB
C++
/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef _MODELCONTAINER_H
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#define _MODELCONTAINER_H
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// load our modified version first !!
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#include "AABSPTree.h"
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#include <G3D/AABox.h>
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#include <G3D/Vector3.h>
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#include <G3D/Ray.h>
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#include "ShortBox.h"
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#include "TreeNode.h"
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#include "VMapTools.h"
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#include "SubModel.h"
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#include "BaseModel.h"
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namespace VMAP
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{
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/**
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The ModelContainer is a balanced BSP-Tree of SubModels.
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We store a map tile or an instance in one ModelContainer.
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The ModelContainer manages the memory used for the tree nodes, the SubModels and its triangles in static arrays.
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The tree nodes are used for the BSP-Tree of SubModels as well as for the BSP-Tree of triangles within one SubModel.
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The references are done by indexes within these static arrays.
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Therefore we are able to just load a binary block and do not need to mess around with memory allocation and pointers.
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*/
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//=====================================================
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class ModelContainer : public BaseModel
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{
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private:
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unsigned int iNSubModel;
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SubModel *iSubModel;
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G3D::AABox iBox;
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ModelContainer (const ModelContainer& c): BaseModel(c) {}
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ModelContainer& operator=(const ModelContainer& ) {}
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public:
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ModelContainer() : BaseModel() { iNSubModel =0; iSubModel = 0; };
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// for the mainnode
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ModelContainer(unsigned int pNTriangles, unsigned int pNNodes, unsigned int pNSubModel);
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ModelContainer(G3D::AABSPTree<SubModel *> *pTree);
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~ModelContainer(void);
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inline const void setSubModel(const SubModel& pSubModel, int pPos) { iSubModel[pPos] = pSubModel; }
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inline const SubModel& getSubModel(int pPos) const { return iSubModel[pPos]; }
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inline unsigned int getNSubModel() const { return(iNSubModel); }
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void countSubModelsAndNodesAndTriangles(G3D::AABSPTree<SubModel *>::Node& pNode, int& nSubModels, int& nNodes, int& nTriangles);
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void fillContainer(const G3D::AABSPTree<SubModel *>::Node& pNode, int &pSubModelPos, int &pTreeNodePos, int &pTrianglePos, G3D::Vector3& pLo, G3D::Vector3& pHi, G3D::Vector3& pFinalLo, G3D::Vector3& pFinalHi);
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bool readRawFile(const char *name);
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inline const G3D::AABox& getAABoxBounds() const { return(iBox); }
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inline void setBounds(const G3D::Vector3& lo, const G3D::Vector3& hi) { iBox.set(lo,hi); }
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bool writeFile(const char *filename);
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bool readFile(const char *filename);
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size_t getMemUsage();
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size_t hashCode() { return (getBasePosition() * getNTriangles()).hashCode(); }
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void intersect(const G3D::Ray& pRay, float& pMaxDist, bool pStopAtFirstHit, G3D::Vector3& pOutLocation, G3D::Vector3& pOutNormal) const;
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bool intersect(const G3D::Ray& pRay, float& pMaxDist) const;
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template<typename RayCallback>
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void intersectRay(const G3D::Ray& ray, RayCallback& intersectCallback, float& distance, bool pStopAtFirstHit, bool intersectCallbackIsFast = false);
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bool operator==(const ModelContainer& pMc2) const;
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};
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//=====================================================
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//=====================================================
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size_t hashCode(const ModelContainer& pMc);
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void getBounds(const ModelContainer& pMc, G3D::AABox& pAABox);
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void getBounds(const ModelContainer* pMc, G3D::AABox& pAABox);
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}
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#endif
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