/*
* 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_*/