- Timestamp:
- Dec 10, 2005, 8:33:08 PM (19 years ago)
- Location:
- trunk/src
- Files:
-
- 2 deleted
- 22 edited
- 4 copied
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/collision_detection/bounding_volume.h
r5688 r6022 9 9 10 10 #include "base_object.h" 11 #include " abstract_model.h"11 #include "model.h" 12 12 13 13 class Vector; -
trunk/src/lib/collision_detection/bv_tree.h
r5684 r6022 10 10 11 11 #include "base_object.h" 12 #include " abstract_model.h"12 #include "model.h" 13 13 14 14 // FORWARD DECLARATION -
trunk/src/lib/collision_detection/bv_tree_node.h
r5688 r6022 9 9 10 10 #include "base_object.h" 11 #include " abstract_model.h"11 #include "model.h" 12 12 #include "vector.h" 13 13 -
trunk/src/lib/collision_detection/cd_engine.cc
r5915 r6022 21 21 #include "list.h" 22 22 23 #include " abstract_model.h"23 #include "model.h" 24 24 #include "world_entity.h" 25 25 #include "terrain.h" -
trunk/src/lib/collision_detection/cd_engine.h
r5915 r6022 10 10 #include "base_object.h" 11 11 #include "collision_defs.h" 12 #include " abstract_model.h"12 #include "model.h" 13 13 14 14 -
trunk/src/lib/collision_detection/obb_tree.h
r5684 r6022 9 9 10 10 #include "bv_tree.h" 11 #include " abstract_model.h"11 #include "model.h" 12 12 #include "material.h" 13 13 -
trunk/src/lib/collision_detection/obb_tree_node.cc
r5694 r6022 21 21 #include "obb_tree.h" 22 22 #include "matrix.h" 23 #include " abstract_model.h"23 #include "model.h" 24 24 #include "world_entity.h" 25 25 -
trunk/src/lib/graphics/importer/Makefile.am
r6010 r6022 4 4 noinst_LIBRARIES = libORXimporter.a 5 5 6 libORXimporter_a_SOURCES = abstract_model.cc \6 libORXimporter_a_SOURCES = model.cc \ 7 7 vertex_array_model.cc \ 8 model.cc \8 static_model.cc \ 9 9 objModel.cc \ 10 10 primitive_model.cc \ … … 16 16 17 17 18 noinst_HEADERS = abstract_model.h \18 noinst_HEADERS = model.h \ 19 19 vertex_array_model.h \ 20 model.h \20 static_model.h \ 21 21 objModel.h \ 22 22 primitive_model.h \ -
trunk/src/lib/graphics/importer/md2Model.cc
r5284 r6022 160 160 161 161 /** 162 \brief draws the model: interface for all other classes out in the world 163 */ 162 * @brief draws the model: interface for all other classes out in the world 163 * @todo make it const and virtual 164 * FIXME 165 */ 164 166 void MD2Model::draw() 165 167 { -
trunk/src/lib/graphics/importer/md2Model.h
r5304 r6022 19 19 #define _MD2MODEL_H 20 20 21 #include " abstract_model.h"21 #include "model.h" 22 22 #include "base_object.h" 23 23 #include "stdincl.h" … … 137 137 138 138 //! This is a MD2 Model class 139 class MD2Model : public AbstractModel {139 class MD2Model : public Model { 140 140 141 141 public: -
trunk/src/lib/graphics/importer/objModel.cc
r5319 r6022 32 32 * @param scaling The factor that the model will be scaled with. 33 33 */ 34 OBJModel::OBJModel(const char* fileName, float scaling) : Model(fileName)34 OBJModel::OBJModel(const char* fileName, float scaling) : StaticModel(fileName) 35 35 { 36 36 this->objPath = "./"; -
trunk/src/lib/graphics/importer/objModel.h
r4468 r6022 7 7 #define _OBJMODEL_H 8 8 9 #include " model.h"9 #include "static_model.h" 10 10 11 11 //! A Class, that handles the parsing of an obj-file, and inclusion as a Model. 12 class OBJModel : public Model12 class OBJModel : public StaticModel 13 13 { 14 14 public: -
trunk/src/lib/graphics/importer/primitive_model.h
r5039 r6022 8 8 #define _PRIMITIVE_MODEL_H 9 9 10 #include " model.h"10 #include "static_model.h" 11 11 12 12 //! Specification of different primitives the Model knows … … 18 18 19 19 //! A Class to create some default Models 20 class PrimitiveModel : public Model {20 class PrimitiveModel : public StaticModel { 21 21 22 22 public: -
trunk/src/lib/graphics/importer/vertex_array_model.h
r6012 r6022 7 7 #define _VERTEX_ARRAY_MODEL_H 8 8 9 #include " abstract_model.h"9 #include "model.h" 10 10 11 11 #include "glincl.h" … … 22 22 ///////////// 23 23 //! Class that handles 3D-Models. it can also read them in and display them. 24 class VertexArrayModel : public AbstractModel24 class VertexArrayModel : public Model 25 25 { 26 26 public: -
trunk/src/lib/graphics/spatial_separation/quadtree.h
r5430 r6022 12 12 13 13 #include "base_object.h" 14 #include " abstract_model.h"14 #include "model.h" 15 15 16 16 -
trunk/src/lib/graphics/spatial_separation/quadtree_node.cc
r5819 r6022 21 21 #include "quadtree.h" 22 22 #include "material.h" 23 #include " abstract_model.h"23 #include "model.h" 24 24 #include "debug.h" 25 25 … … 346 346 /** 347 347 * gets the maximal dimension of a model 348 * @return the dimension of the AbstractModel as a Rectangle348 * @return the dimension of the Model as a Rectangle 349 349 350 350 The rectangle is x-z axis aligned. ATTENTION: if there are any vertices in the model, that exceed the -
trunk/src/lib/graphics/spatial_separation/quadtree_node.h
r5819 r6022 17 17 #include "base_object.h" 18 18 19 #include " abstract_model.h"19 #include "model.h" 20 20 21 21 // FORWARD DECLARATION -
trunk/src/lib/graphics/spatial_separation/spatial_separation.cc
r5427 r6022 18 18 #include "spatial_separation.h" 19 19 20 #include " abstract_model.h"20 #include "model.h" 21 21 #include "quadtree.h" 22 22 #include "debug.h" … … 34 34 35 35 */ 36 SpatialSeparation::SpatialSeparation ( AbstractModel* model, float overlapSize)36 SpatialSeparation::SpatialSeparation (Model* model, float overlapSize) 37 37 { 38 38 PRINT(3)("+---------Debug Information SpatialSeparation----------\n"); … … 52 52 The boxes are overlaping because this makes collision detection a lot simpler 53 53 */ 54 SpatialSeparation::SpatialSeparation ( AbstractModel* model, AbstractModel* playerModel)54 SpatialSeparation::SpatialSeparation (Model* model, Model* playerModel) 55 55 { 56 56 this->setClassID(CL_SPATIAL_SEPARATION, "SpatialSeparation"); … … 75 75 * @return the new quadtree 76 76 */ 77 Quadtree* SpatialSeparation::createQuadtree( AbstractModel* model, float minLength)77 Quadtree* SpatialSeparation::createQuadtree(Model* model, float minLength) 78 78 { 79 79 this->minLength = minLength; … … 88 88 * @return the new quadtree 89 89 */ 90 Quadtree* SpatialSeparation::createQuadtree( AbstractModel* model, int treeDepth)90 Quadtree* SpatialSeparation::createQuadtree(Model* model, int treeDepth) 91 91 { 92 92 this->treeDepth = treeDepth; … … 100 100 * @return the new quadtree 101 101 */ 102 Quadtree* SpatialSeparation::createQuadtree( AbstractModel* model)102 Quadtree* SpatialSeparation::createQuadtree(Model* model) 103 103 { 104 104 this->quadtree = new Quadtree(model->getModelInfo(), 4); -
trunk/src/lib/graphics/spatial_separation/spatial_separation.h
r5356 r6022 9 9 10 10 11 class AbstractModel;11 class Model; 12 12 class Quadtree; 13 13 … … 21 21 22 22 public: 23 SpatialSeparation( AbstractModel* model, float overlapSize);24 SpatialSeparation( AbstractModel* model, AbstractModel* playerModel);23 SpatialSeparation(Model* model, float overlapSize); 24 SpatialSeparation(Model* model, Model* playerModel); 25 25 virtual ~SpatialSeparation(); 26 26 … … 28 28 void setMinLength(int minLength) { this->minLength = minLength; } 29 29 30 Quadtree* createQuadtree( AbstractModel* model, float minLength);31 Quadtree* createQuadtree( AbstractModel* model, int treeDepth);32 Quadtree* createQuadtree( AbstractModel* model);30 Quadtree* createQuadtree(Model* model, float minLength); 31 Quadtree* createQuadtree(Model* model, int treeDepth); 32 Quadtree* createQuadtree(Model* model); 33 33 34 34 inline Quadtree* getQuadtree() { return this->quadtree; } … … 41 41 42 42 private: 43 AbstractModel* model; //!< the reference to the model that has to be handled43 Model* model; //!< the reference to the model that has to be handled 44 44 Quadtree* quadtree; //!< the reference to the created quadtree 45 45 46 AbstractModel* playerModel; //!< referece to the player model, if needed for overlap calculations46 Model* playerModel; //!< referece to the player model, if needed for overlap calculations 47 47 float overlapSize; //!< the size of overlaping 48 48 -
trunk/src/world_entities/skybox.cc
r5994 r6022 20 20 #include "load_param.h" 21 21 #include "factory.h" 22 #include " model.h"23 22 #include "static_model.h" 23 #include "material.h" 24 24 25 25 using namespace std; … … 170 170 void SkyBox::rebuild() 171 171 { 172 Model* model = newModel();172 StaticModel* model = new StaticModel(); 173 173 174 174 model->addVertex (-0.5*size, -0.5*size, 0.5*size); -
trunk/src/world_entities/terrain.cc
r5994 r6022 40 40 41 41 // if (this->model != NULL) 42 //this->ssp = new SpatialSeparation(( AbstractModel*)this->model, 10.0f);42 //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f); 43 43 } 44 44 -
trunk/src/world_entities/weapons/test_gun.cc
r5994 r6022 24 24 25 25 #include "world_entity.h" 26 #include " model.h"26 #include "static_model.h" 27 27 #include "test_bullet.h" 28 28 #include "weapon_manager.h" … … 219 219 if( this->leftRight == W_RIGHT) 220 220 glScalef(1.0, 1.0, -1.0); 221 this->getModel()->draw(1);221 static_cast<StaticModel*>(this->getModel())->draw(1); 222 222 glPopMatrix(); 223 223 … … 230 230 tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis(); 231 231 glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); 232 this->getModel()->draw(0);232 static_cast<StaticModel*>(this->getModel())->draw(0); 233 233 glPopMatrix(); 234 234 }
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