dungeon_crawler

annotate prototype/src/tile.h @ 21:0588f8a1a351

converting LIGHT meshes to lights
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 21 Aug 2012 06:33:36 +0300
parents e5567ddbf2ef
children fa8f89d06f6f
rev   line source
nuclear@1 1 #ifndef TILE_H_
nuclear@1 2 #define TILE_H_
nuclear@1 3
nuclear@2 4 #include <vector>
nuclear@7 5 #include <map>
nuclear@7 6 #include <assimp/scene.h>
nuclear@2 7 #include "mesh.h"
nuclear@4 8 #include "light.h"
nuclear@2 9
nuclear@3 10 enum {
nuclear@3 11 TILE_NORTH = 1,
nuclear@3 12 TILE_SOUTH = 2,
nuclear@3 13 TILE_EAST = 4,
nuclear@3 14 TILE_WEST = 8,
nuclear@7 15 TILE_ALL = 0xffff
nuclear@3 16 };
nuclear@3 17
nuclear@11 18 class TileSet;
nuclear@11 19
nuclear@1 20 class Tile {
nuclear@2 21 private:
nuclear@11 22 TileSet *tset;
nuclear@11 23
nuclear@2 24 std::vector<Mesh*> meshes;
nuclear@21 25 std::vector<unsigned int> mesh_side, light_side;
nuclear@3 26 std::vector<Light*> lights;
nuclear@2 27
nuclear@4 28 int load_lights(const aiScene *scn);
nuclear@7 29 int load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap);
nuclear@4 30
nuclear@1 31 public:
nuclear@11 32 Tile(TileSet *tileset = 0);
nuclear@11 33
nuclear@1 34 bool load(const char *fname);
nuclear@1 35
nuclear@3 36 void draw(unsigned int drawmask) const;
nuclear@1 37 };
nuclear@1 38
nuclear@5 39
nuclear@1 40 #endif // TILE_H_