PrimeWorldEditor/Resource/CGameArea.h

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#ifndef CGAMEAREA_H
#define CGAMEAREA_H
#include "CCollisionMesh.h"
#include "CLight.h"
#include "CMaterialSet.h"
#include "model/CModel.h"
#include "model/CStaticModel.h"
#include "CResource.h"
#include "script/CScriptLayer.h"
#include <Common/types.h>
#include <Common/CTransform4f.h>
#include <unordered_map>
class CGameArea : public CResource
{
friend class CAreaLoader;
u32 mVertexCount;
u32 mTriangleCount;
bool mTerrainMerged;
CTransform4f mTransform;
CAABox mAABox;
// Geometry
CMaterialSet *mMaterialSet;
std::vector<CModel*> mTerrainModels; // TerrainModels is the original version of each model; this is used by the editor (bounding box checks, material editing, etc)
std::vector<CStaticModel*> mStaticTerrainModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
// Script
std::vector<CScriptLayer*> mScriptLayers;
CScriptLayer *mpGeneratorLayer;
std::unordered_map<u32, CScriptObject*> mObjectMap;
// Collision
CCollisionMesh *mCollision;
// Lights
std::vector<std::vector<CLight*>> mLightLayers;
public:
CGameArea();
~CGameArea();
EResType Type();
void AddWorldModel(CModel *mdl);
void MergeTerrain();
void ClearTerrain();
void ClearScriptLayers();
// Getters
CTransform4f GetTransform();
u32 GetTerrainModelCount();
u32 GetStaticModelCount();
CModel* GetTerrainModel(u32 mdl);
CStaticModel* GetStaticModel(u32 mdl);
CCollisionMesh* GetCollision();
u32 GetScriptLayerCount();
CScriptLayer* GetScriptLayer(u32 index);
CScriptLayer* GetGeneratorLayer();
CScriptObject* GetInstanceByID(u32 InstanceID);
u32 GetLightLayerCount();
u32 GetLightCount(u32 layer);
CLight* GetLight(u32 layer, u32 light);
CAABox AABox();
};
#endif // CGAMEAREA_H