/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _BASEMODEL_H_ #define _BASEMODEL_H_ #include #include #include "ShortVector.h" #include "ShortBox.h" #include "TreeNode.h" /** A model is based on triangles. To be able to check intersection we need a BSP-Tree. This Class holds the array of triangles as well as the management information for the BSP-Tree. Both are stored in static array and index information is used instead of pointers. Therefore we can load the whole object as a binary block. The vectors are relative to a base position. */ namespace VMAP { class BaseModel { protected: TriangleBox *iTriangles; TreeNode *iTreeNodes; unsigned int iNTriangles; unsigned int iNNodes; G3D::Vector3 iBasePosition; public: BaseModel() { iNTriangles = 0; iNNodes = 0; iTriangles = 0; iTreeNodes = 0;}; BaseModel(unsigned int pNNodes , TreeNode* pTreeNode, unsigned int pNTriangles, TriangleBox* pTriangleBox) { iNNodes = pNNodes; iNTriangles = pNTriangles; iTriangles = pTriangleBox; iTreeNodes = pTreeNode; }; BaseModel(unsigned int pNNodes, unsigned int pNTriangles); // destructor does nothing ! The subclass controles the array memory and knows when to free it ~BaseModel() {} void free(); void init(unsigned int pNNodes, unsigned int pNTriangles); void getMember(G3D::Array& pMembers); inline const TriangleBox& getTriangle(int pPos) const { return(iTriangles[pPos]); } inline TriangleBox& getTriangle(int pPos) { return(iTriangles[pPos]); } inline void setTriangle(const TriangleBox& pTriangleBox, int pPos) { iTriangles[pPos] = pTriangleBox; } inline const TreeNode& getTreeNode(int pPos) const { return(getTreeNodes()[pPos]); } inline TreeNode& getTreeNode(int pPos) { return(getTreeNodes()[pPos]); } inline void setTreeNode(const TreeNode& pTreeNode, int pPos) { getTreeNodes()[pPos] = pTreeNode; } inline void setBasePosition(const G3D::Vector3& pBasePosition) { iBasePosition = pBasePosition; } inline const G3D::Vector3& getBasePosition() const { return(iBasePosition); } inline unsigned int getNNodes() const { return(iNNodes); } inline unsigned int getNTriangles() const { return(iNTriangles); } inline void setNNodes(unsigned int pNNodes) { iNNodes = pNNodes; } inline void setNTriangles(unsigned int pNTriangles) { iNTriangles = pNTriangles; } inline void setTriangleArray(TriangleBox *pGlobalTriangleArray ) { iTriangles = pGlobalTriangleArray ; } inline void setTreeNodeArray(TreeNode *pGlobalTreeNodeArray ) { iTreeNodes = pGlobalTreeNodeArray ; } inline TriangleBox* getTriangles() const { return(iTriangles); } inline TreeNode* getTreeNodes() const{ return(iTreeNodes); } inline size_t getMemUsage() { return(iNTriangles * sizeof(TriangleBox) + iNNodes * sizeof(TreeNode) + sizeof(BaseModel)); } void intersect(const G3D::AABox& pBox, const G3D::Ray& pRay, float& pMaxDist, G3D::Vector3& pOutLocation, G3D::Vector3& pOutNormal) const; bool intersect(const G3D::AABox& pBox, const G3D::Ray& pRay, float& pMaxDist) const; }; } #endif /*BASEMODEL_H_*/