celestia/src/celengine/geometry.h

92 lines
2.8 KiB
C++

// geometry.h
//
// Copyright (C) 2004-2010, Celestia Development Team
// Original version by Chris Laurel <claurel@gmail.com>
//
// 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 _CELENGINE_GEOMETRY_H_
#define _CELENGINE_GEOMETRY_H_
#include <celmodel/material.h>
#include <celmath/ray.h>
class RenderContext;
class Geometry
{
public:
Geometry() {};
virtual ~Geometry() {};
//! Render the geometry in the specified OpenGL context
virtual void render(RenderContext& rc, double t = 0.0) = 0;
/*! Find the closest intersection between the ray and the
* model. If the ray intersects the model, return true
* and set distance; otherwise return false and leave
* distance unmodified.
*/
virtual bool pick(const Ray3d& r, double& distance) const = 0;
virtual bool isOpaque() const = 0;
virtual bool isNormalized() const
{
return true;
}
/*! Return true if the specified texture map type is used at
* all within this geometry object. This information is used
* to decide whether multiple rendering passes are required.
*/
virtual bool usesTextureType(cmod::Material::TextureSemantic) const
{
return false;
}
/*! Load all textures used by the model. */
virtual void loadTextures()
{
}
/*! Return true if the geometry can be drawn multiple times in
* different depth ranges to avoid clipping and precision problems.
* Drawing multiple times is expensive, so this method should only
* return true for geometries that are simple and which need to
* be drawn correctly when the camera is positioned very close
* (relative to the size of the object.)
*/
virtual bool isMultidraw() const
{
return false;
}
/** Set the visibility flag for the named component of this geometry.
* Subclasses of Geometry should customize this method if they have
* components with visibility that can be controlled independently.
* The default implementation does nothing.
*/
virtual void setPartVisible(const std::string& partName, bool visible)
{
}
/** Check the visibility flag for the named component of this geometry.
* Subclasses of Geometry should customize this method if they have
* components with visibility that can be controlled independently.
* The default implementation always returns false. Implementations
* of isPartVisible by subclasses should also return false for
* non-existent parts.
*/
virtual bool isPartVisible(const std::string& partName) const
{
return false;
}
};
#endif // _CELENGINE_GEOMETRY_H_