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Mesh.h from Scorched 3D at Krugle


Show Mesh.h syntax highlighted

////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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 Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_Meshh_INCLUDE__)
#define __INCLUDE_Meshh_INCLUDE__

#include <common/DefinesAssert.h>
#include <common/Vector4.h>
#include <3dsparse/Face.h>
#include <3dsparse/Vertex.h>
#include <vector>
#include <string>

class Mesh
{
public:
	Mesh(const char *name);
	virtual ~Mesh();

	// Accessors
	const char *getName() { return name_.c_str(); }
	bool getSphereMap() { return sphereMap_; }
	Vector &getMin() { return min_; }
	Vector &getMax() { return max_; }
	Vector4 &getAmbientColor() { return ambientColor_; }
	Vector4 &getDiffuseColor() { return diffuseColor_; }
	Vector4 &getSpecularColor() { return specularColor_; }
	Vector4 &getEmissiveColor() { return emissiveColor_; }
	Vector4 &getAmbientNoTexColor() { return ambientNoTexColor_; }
	Vector4 &getDiffuseNoTexColor() { return diffuseNoTexColor_; }
	Vector4 &getSpecularNoTexColor() { return specularNoTexColor_; }
	Vector4 &getEmissiveNoTexColor() { return emissiveNoTexColor_; }
	float &getShininessColor() { return shininessColor_; }
	const char *getTextureName() 
		{ return textureName_.c_str(); }
	const char *getATextureName() 
		{ return aTextureName_.c_str(); }

	std::vector<int> &getCollapseMap()
		{ return collapseMap_; }
	std::vector<Face *> &getFaces() 
		{ return faces_; }
	Face *getFace(int faceIndex)
		{ DIALOG_ASSERT(faceIndex < (int) faces_.size()); 
		return faces_[faceIndex]; }
	std::vector<Vertex *> &getVertexes() 
		{ return vertexes_; }
	Vertex *getVertex(int vertexIndex)
		{ DIALOG_ASSERT(vertexIndex < (int) vertexes_.size()); 
		return vertexes_[vertexIndex]; }
	bool &getReferencesBones() { return referencesBones_; }

	// Modification
	void move(Vector &movement);

	// Creation
	void setupCollapse();
	void insertFace(Face &face) 
		{ faces_.push_back(new Face(face)); }
	void insertVertex(Vertex &vertex);
	void setTextureName(const char *t);
	void setATextureName(const char *t) { aTextureName_ = t; }
	void setFaceNormal(Vector &normal, int faceIndex, int normalIndex)
		{ DIALOG_ASSERT(faceIndex < (int) faces_.size()); 
		faces_[faceIndex]->normal[normalIndex] = normal; }
	void setFaceTCoord(Vector &coord, int faceIndex, int coordIndex)
		{ DIALOG_ASSERT(faceIndex < (int) faces_.size()); 
		faces_[faceIndex]->tcoord[coordIndex] = coord; }

protected:
	std::string name_;
	std::string textureName_, aTextureName_;
	std::vector<Face *> faces_;
	std::vector<Vertex *> vertexes_;
	std::vector<int> collapseMap_;
	bool referencesBones_;
	bool sphereMap_;
	float shininessColor_;
	Vector4 diffuseColor_, specularColor_;
	Vector4 ambientColor_, emissiveColor_;
	Vector4 diffuseNoTexColor_, specularNoTexColor_;
	Vector4 ambientNoTexColor_, emissiveNoTexColor_;
	Vector min_, max_;
};

#endif // __INCLUDE_Meshh_INCLUDE__




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  ASEModelFactory.cpp
  ASEModelFactory.h
  Bone.cpp
  Bone.h
  Face.cpp
  Face.h
  MSModelFactory.cpp
  MSModelFactory.h
  Mesh.cpp
  Mesh.h
  MeshLOD.cpp
  MeshLOD.h
  MeshLODTri.cpp
  MeshLODTri.h
  MeshLODVector.cpp
  MeshLODVector.h
  Model.cpp
  Model.h
  ModelDefn.cpp
  ModelDefn.h
  ModelMaths.cpp
  ModelMaths.h
  ModelStore.cpp
  ModelStore.h
  TreeModelFactory.cpp
  TreeModelFactory.h
  Vertex.cpp
  Vertex.h
  aseFile.lex.cpp
  aseFile.tab.cpp
  aseFile.tab.cpp.h