CelestiaContent/src/3dsmodel.h

127 lines
2.6 KiB
C++

// 3dsmodel.h
//
// Copyright (C) 2001, Chris Laurel <claurel@shatters.net>
//
// 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.
#ifndef _3DSMODEL_H_
#define _3DSMODEL_H_
#include <vector>
#include <string>
#include "basictypes.h"
#include "vecmath.h"
class M3DColor
{
public:
M3DColor();
M3DColor(float, float, float);
public:
float red, green, blue;
};
class M3DMaterial
{
public:
M3DMaterial();
std::string getName() const;
void setName(std::string);
M3DColor getAmbientColor() const;
void setAmbientColor(M3DColor);
M3DColor getDiffuseColor() const;
void setDiffuseColor(M3DColor);
M3DColor getSpecularColor() const;
void setSpecularColor(M3DColor);
private:
std::string name;
M3DColor ambient;
M3DColor diffuse;
M3DColor specular;
};
class M3DTriangleMesh
{
public:
M3DTriangleMesh();
~M3DTriangleMesh();
Mat4f getMatrix() const;
void setMatrix(const Mat4f&);
Point3f getVertex(uint16) const;
uint16 getVertexCount() const;
void addVertex(Point3f);
void getFace(uint16, uint16&, uint16&, uint16&) const;
uint16 getFaceCount() const;
void addFace(uint16, uint16, uint16);
void addSmoothingGroups(uint32);
uint32 getSmoothingGroups(uint16) const;
uint16 getSmoothingGroupCount() const;
std::string getMaterialName() const;
void setMaterialName(std::string);
private:
std::vector<Point3f> points;
std::vector<uint16> faces;
std::vector<uint32> smoothingGroups;
Mat4f matrix;
std::string materialName;
};
class M3DModel
{
public:
M3DModel();
~M3DModel();
M3DTriangleMesh* getTriMesh(uint32);
uint32 getTriMeshCount();
void addTriMesh(M3DTriangleMesh*);
void setName(const std::string);
const std::string getName() const;
private:
std::string name;
std::vector<M3DTriangleMesh*> triMeshes;
};
class M3DScene
{
public:
M3DScene();
~M3DScene();
M3DModel* getModel(uint32) const;
uint32 getModelCount() const;
void addModel(M3DModel*);
M3DMaterial* getMaterial(uint32) const;
uint32 getMaterialCount() const;
void addMaterial(M3DMaterial*);
M3DColor getBackgroundColor() const;
void setBackgroundColor(M3DColor);
private:
std::vector<M3DModel*> models;
std::vector<M3DMaterial*> materials;
M3DColor backgroundColor;
};
#endif // _3DSMODEL_H_