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318
scenenode.h
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318
scenenode.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <vector>
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#include "material.h"
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#include "vertex.h"
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#include "openglgeometrybank.h"
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#include "parser.h"
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#include "Model3d.h"
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struct lighting_data {
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glm::vec4 diffuse { 0.8f, 0.8f, 0.8f, 1.0f };
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glm::vec4 ambient { 0.2f, 0.2f, 0.2f, 1.0f };
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glm::vec4 specular { 0.0f, 0.0f, 0.0f, 1.0f };
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};
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inline
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bool
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operator==( lighting_data const &Left, lighting_data const &Right ) {
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return ( ( Left.diffuse == Right.diffuse )
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&& ( Left.ambient == Right.ambient )
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&& ( Left.specular == Right.specular ) ); }
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inline
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bool
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operator!=( lighting_data const &Left, lighting_data const &Right ) {
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return !( Left == Right ); }
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namespace scene {
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struct bounding_area {
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glm::dvec3 center; // mid point of the rectangle
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float radius { -1.0f }; // radius of the bounding sphere
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bounding_area() = default;
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bounding_area( glm::dvec3 Center, float Radius ) :
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center( Center ),
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radius( Radius )
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{}
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};
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/*
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enum nodetype {
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unknown,
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model,
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triangles,
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lines,
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dynamic,
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track,
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traction,
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powersource,
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sound,
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memorycell,
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eventlauncher
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};
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class node_manager {
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};
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*/
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struct node_data {
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double range_min { 0.0 };
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double range_max { std::numeric_limits<double>::max() };
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std::string name;
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std::string type;
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};
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// holds unique piece of geometry, covered with single material
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class shape_node {
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friend class basic_region; // region might want to modify node content when it's being inserted
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public:
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// types
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struct shapenode_data {
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// placement and visibility
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scene::bounding_area area; // bounding area, in world coordinates
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bool visible { true }; // visibility flag
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double rangesquared_min { 0.0 }; // visibility range, min
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double rangesquared_max { 0.0 }; // visibility range, max
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// material data
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material_handle material { 0 };
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lighting_data lighting;
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bool translucent { false }; // whether opaque or translucent
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// geometry data
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std::vector<world_vertex> vertices; // world space source data of the geometry
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glm::dvec3 origin; // world position of the relative coordinate system origin
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geometry_handle geometry { 0, 0 }; // relative origin-centered chunk of geometry held by gfx renderer
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};
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// methods
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// restores content of the node from provded input stream
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shape_node &
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deserialize( cParser &Input, scene::node_data const &Nodedata );
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// imports data from provided submodel
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shape_node &
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convert( TSubModel const *Submodel );
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// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
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bool
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merge( shape_node &Shape );
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// generates renderable version of held non-instanced geometry in specified geometry bank
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void
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create_geometry( geometrybank_handle const &Bank );
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// calculates shape's bounding radius
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void
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compute_radius();
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// set visibility
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void
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visible( bool State ) {
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m_data.visible = State; }
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// set origin point
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void
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origin( glm::dvec3 Origin ) {
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m_data.origin = Origin; }
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// data access
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shapenode_data const &
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data() const {
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return m_data; }
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private:
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// members
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std::string m_name;
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shapenode_data m_data;
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};
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// holds a group of untextured lines
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class lines_node {
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friend class basic_region; // region might want to modify node content when it's being inserted
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public:
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// types
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struct linesnode_data {
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// placement and visibility
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scene::bounding_area area; // bounding area, in world coordinates
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bool visible { true }; // visibility flag
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double rangesquared_min { 0.0 }; // visibility range, min
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double rangesquared_max { 0.0 }; // visibility range, max
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// material data
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lighting_data lighting;
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float line_width; // thickness of stored lines
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// geometry data
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std::vector<world_vertex> vertices; // world space source data of the geometry
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glm::dvec3 origin; // world position of the relative coordinate system origin
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geometry_handle geometry { 0, 0 }; // relative origin-centered chunk of geometry held by gfx renderer
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};
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// methods
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// restores content of the node from provded input stream
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lines_node &
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deserialize( cParser &Input, scene::node_data const &Nodedata );
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// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
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bool
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merge( lines_node &Lines );
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// generates renderable version of held non-instanced geometry in specified geometry bank
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void
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create_geometry( geometrybank_handle const &Bank );
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// calculates shape's bounding radius
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void
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compute_radius();
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// set visibility
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void
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visible( bool State ) {
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m_data.visible = State; }
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// set origin point
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void
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origin( glm::dvec3 Origin ) {
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m_data.origin = Origin; }
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// data access
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linesnode_data const &
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data() const {
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return m_data; }
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private:
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// members
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std::string m_name;
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linesnode_data m_data;
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};
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/*
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// holds geometry for specific piece of track/road/waterway
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class path_node {
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friend class basic_region; // region might want to modify node content when it's being inserted
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public:
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// types
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// TODO: enable after track class refactoring
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struct pathnode_data {
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// placement and visibility
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bounding_area area; // bounding area, in world coordinates
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bool visible { true }; // visibility flag
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// material data
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material_handle material_1 { 0 };
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material_handle material_2 { 0 };
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lighting_data lighting;
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TEnvironmentType environment { e_flat };
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// geometry data
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std::vector<world_vertex> vertices; // world space source data of the geometry
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glm::dvec3 origin; // world position of the relative coordinate system origin
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using geometryhandle_sequence = std::vector<geometry_handle>;
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geometryhandle_sequence geometry_1; // geometry chunks textured with texture 1
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geometryhandle_sequence geometry_2; // geometry chunks textured with texture 2
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};
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// methods
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// restores content of the node from provded input stream
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// TODO: implement
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path_node &
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deserialize( cParser &Input, node_data const &Nodedata );
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// binds specified track to the node
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// TODO: remove after track class refactoring
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void
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path( TTrack *Path ) {
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m_path = Path; }
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TTrack *
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path() {
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return m_path; }
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private:
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// members
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// // TODO: enable after track class refactoring
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// pathnode_data m_data;
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TTrack * m_path;
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};
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*/
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/*
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// holds reference to memory cell
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class memorycell_node {
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friend class basic_region; // region might want to modify node content when it's being inserted
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public:
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// types
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struct memorynode_data {
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// placement and visibility
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bounding_area area; // bounding area, in world coordinates
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bool visible { false }; // visibility flag
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};
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// methods
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// restores content of the node from provded input stream
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// TODO: implement
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memory_node &
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deserialize( cParser &Input, node_data const &Nodedata );
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void
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cell( TMemCell *Cell ) {
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m_memorycell = Cell; }
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TMemCell *
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cell() {
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return m_memorycell; }
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private:
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// members
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memorynode_data m_data;
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TMemCell * m_memorycell;
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};
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*/
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} // scene
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namespace editor {
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// base interface for nodes which can be actvated in scenario editor
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struct basic_node {
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public:
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// constructor
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basic_node() = default; // TODO: remove after refactor
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basic_node( scene::node_data const &Nodedata );
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// destructor
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virtual ~basic_node() = default;
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// methods
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std::string const &
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name() const {
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return m_name; }
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void
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location( glm::dvec3 const Location ) {
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m_area.center = Location; }
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glm::dvec3 const &
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location() const {
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return m_area.center; };
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float const &
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radius();
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void
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visible( bool const Visible ) {
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m_visible = Visible; }
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bool
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visible() const {
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return m_visible; }
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protected:
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// methods
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// radius() subclass details, calculates node's bounding radius
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virtual void radius_();
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// members
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scene::bounding_area m_area;
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bool m_visible { true };
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double m_rangesquaredmin { 0.0 }; // visibility range, min
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double m_rangesquaredmax { 0.0 }; // visibility range, max
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std::string m_name;
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};
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} // editor
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//---------------------------------------------------------------------------
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