Remove ModelBase
parent
ef5b965abb
commit
d789ac2a77
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@ -22,7 +22,7 @@ bool s_cityBuildingsInitted = false;
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struct citybuilding_t {
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const char *modelname;
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double xzradius;
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ModelBase *resolvedModel;
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Model *resolvedModel;
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RefCountedPtr<CollMesh> collMesh;
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};
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@ -52,7 +52,7 @@ ModelParams cityobj_params;
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void CityOnPlanet::PutCityBit(MTRand &rand, const matrix4x4d &rot, vector3d p1, vector3d p2, vector3d p3, vector3d p4)
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{
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double rad = (p1-p2).Length()*0.5;
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ModelBase *model(0);
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Model *model(0);
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double modelRadXZ(0.0);
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const CollMesh *cmesh(0);
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vector3d cent = (p1+p2+p3+p4)*0.25;
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@ -160,10 +160,9 @@ static void enumerateNewBuildings(std::vector<std::string> &filenames)
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static void lookupBuildingListModels(citybuildinglist_t *list)
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{
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//const char *modelTagName;
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std::vector<ModelBase*> models;
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std::vector<Model*> models;
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//get test newmodels
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//get test newmodels - to be replaced with building set definitions
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{
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std::vector<std::string> filenames;
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enumerateNewBuildings(filenames);
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@ -180,7 +179,7 @@ static void lookupBuildingListModels(citybuildinglist_t *list)
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list->numBuildings = models.size();
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int i = 0;
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for (std::vector<ModelBase*>::iterator m = models.begin(); m != models.end(); ++m, i++) {
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for (std::vector<Model*>::iterator m = models.begin(); m != models.end(); ++m, i++) {
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list->buildings[i].resolvedModel = *m;
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list->buildings[i].collMesh = (*m)->CreateCollisionMesh(&cityobj_params);
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const Aabb &aabb = list->buildings[i].collMesh->GetAabb();
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@ -33,7 +33,7 @@ private:
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void RemoveStaticGeomsFromCollisionSpace();
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struct BuildingDef {
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ModelBase *model;
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Model *model;
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float clipRadius;
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int rotation; // 0-3
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vector3d pos;
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@ -7,8 +7,7 @@
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#include "libs.h"
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#include "graphics/Renderer.h"
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#include "graphics/Light.h"
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class ModelBase;
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#include "scenegraph/Model.h"
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class Cutscene {
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public:
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@ -25,7 +24,7 @@ protected:
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Color m_ambientColor;
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float m_aspectRatio;
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Graphics::Renderer *m_renderer;
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ModelBase *m_model;
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Model *m_model;
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ModelParams m_modelParams;
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std::vector<Graphics::Light> m_lights;
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};
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@ -101,7 +101,6 @@ noinst_HEADERS = \
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MarketAgent.h \
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MathUtil.h \
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Missile.h \
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ModelBase.h \
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ModelBody.h \
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ModelCache.h \
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ModManager.h \
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@ -1,30 +0,0 @@
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// Copyright © 2008-2013 Pioneer Developers. See AUTHORS.txt for details
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// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
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#ifndef _MODEL_H
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#define _MODEL_H
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/*
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* Abstract model base class.
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* Will be removed with LMR
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*/
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#include "libs.h"
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#include "CollMesh.h"
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#include "LmrTypes.h"
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namespace Graphics {
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class Renderer;
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class Texture;
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}
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class ModelBase {
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public:
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ModelBase() {}
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virtual ~ModelBase() { }
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virtual float GetDrawClipRadius() const = 0;
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virtual void Render(Graphics::Renderer *r, const matrix4x4f &trans, ModelParams *params) = 0;
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virtual RefCountedPtr<CollMesh> CreateCollisionMesh(const ModelParams *p) = 0;
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virtual bool IsSGModel() const { return false; }
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virtual void SetLabel(const std::string&) = 0;
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virtual void SetDecalTexture(Graphics::Texture *, unsigned int index = 0) { }
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};
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#endif
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@ -6,9 +6,9 @@
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#include "Body.h"
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#include "vector3.h"
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#include "ModelBase.h"
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#include "CollMesh.h"
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#include "LmrTypes.h"
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#include "scenegraph/Model.h"
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#include <vector>
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class Geom;
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namespace Graphics { class Renderer; }
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@ -30,7 +30,7 @@ public:
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bool IsStatic() const { return m_isStatic; }
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const Aabb &GetAabb() const { return m_collMesh->GetAabb(); }
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Geom *GetGeom() { return m_geom; }
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ModelBase *GetModel() { return m_model; }
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Model *GetModel() { return m_model; }
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CollMesh *GetCollMesh() { return m_collMesh.Get(); }
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ModelParams &GetModelParams() { return m_params; }
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void RebuildCollisionMesh();
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@ -48,7 +48,7 @@ private:
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RefCountedPtr<CollMesh> m_collMesh;
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Geom *m_geom;
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ModelParams m_params;
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ModelBase *m_model;
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Model *m_model;
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};
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#endif /* _MODELBODY_H */
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@ -224,10 +224,9 @@ static void LuaInitGame() {
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LuaEvent::Clear();
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}
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ModelBase *Pi::FindModel(const std::string &name)
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Model *Pi::FindModel(const std::string &name)
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{
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// Try NewModel models first, then LMR
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ModelBase *m = 0;
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Model *m = 0;
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try {
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m = Pi::modelCache->FindModel(name);
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} catch (ModelCache::ModelNotFoundException) {
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4
src/Pi.h
4
src/Pi.h
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@ -23,7 +23,7 @@ class GameMenuView;
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class Intro;
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class LuaConsole;
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class LuaNameGen;
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class ModelBase;
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class Model;
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class ModelCache;
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class Player;
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class SectorView;
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@ -103,7 +103,7 @@ public:
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static float CalcHyperspaceFuelOut(int hyperclass, float dist, float hyperspace_range_max);
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static void Message(const std::string &message, const std::string &from = "", enum MsgLevel level = MSG_NORMAL);
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static std::string GetSaveDir();
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static ModelBase *FindModel(const std::string&);
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static Model *FindModel(const std::string&);
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static const char SAVE_DIR_NAME[];
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@ -41,7 +41,7 @@ void ShipFlavour::MakeTrulyRandom(ShipFlavour &v, bool atmospheric)
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}
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}
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void ShipFlavour::ApplyTo(ModelBase *m) const
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void ShipFlavour::ApplyTo(Model *m) const
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{
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m->SetLabel(regid);
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}
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@ -21,7 +21,7 @@ public:
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ShipFlavour(ShipType::Id id);
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void Save(Serializer::Writer &wr);
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void Load(Serializer::Reader &rd);
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void ApplyTo(ModelBase *m) const;
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void ApplyTo(Model *m) const;
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static void MakeTrulyRandom(ShipFlavour &v, bool atmosphereCapableOnly = false);
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};
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@ -10,6 +10,8 @@
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#include "ShipType.h"
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#include "EquipSet.h"
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class Model;
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class ShipSpinnerWidget : public Gui::Widget {
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public:
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ShipSpinnerWidget(const ShipFlavour &flavour, float width, float height);
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@ -21,7 +23,7 @@ private:
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float m_width;
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float m_height;
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ModelBase *m_model;
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Model *m_model;
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ModelParams m_params;
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// XXX m_equipment is currently not hooked up to anything,
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// it's just used to pass equipment parameters to the displayed model
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@ -3,13 +3,13 @@
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#include "SpaceStationType.h"
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#include "FileSystem.h"
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#include "ModelBase.h"
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#include "Lua.h"
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#include "LuaVector.h"
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#include "LuaVector.h"
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#include "Pi.h"
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#include "Ship.h"
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#include "StringF.h"
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#include "scenegraph/Model.h"
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static lua_State *s_lua;
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static std::string s_currentStationFile = "";
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@ -8,12 +8,12 @@
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//Space station definition, loaded from data/stations
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class ModelBase;
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class Model;
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class Ship;
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struct SpaceStationType {
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std::string id;
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ModelBase *model;
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Model *model;
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std::string modelName;
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float angVel;
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enum DOCKMETHOD { SURFACE, ORBITAL } dockMethod;
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@ -5,6 +5,7 @@
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#include "Ship.h"
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#include "Pi.h"
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#include "Game.h"
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#include "scenegraph/Model.h"
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using namespace UI;
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@ -9,6 +9,8 @@
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#include "graphics/Light.h"
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#include "EquipSet.h"
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class Model;
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namespace GameUI {
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class ShipSpinner : public UI::Widget {
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@ -29,7 +31,7 @@ private:
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float m_rotX, m_rotY;
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ModelBase *m_model;
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Model *m_model;
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ModelParams m_params;
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// XXX m_equipment is currently not hooked up to anything,
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// it's just used to pass equipment parameters to the displayed model
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@ -18,8 +18,7 @@ public:
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};
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Model::Model(Graphics::Renderer *r, const std::string &name)
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: ModelBase()
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, m_boundingRadius(10.f)
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: m_boundingRadius(10.f)
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, m_renderer(r)
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, m_name(name)
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, m_curPattern(0)
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@ -30,8 +29,7 @@ Model::Model(Graphics::Renderer *r, const std::string &name)
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}
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Model::Model(const Model &model)
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: ModelBase()
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, m_boundingRadius(model.m_boundingRadius)
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: m_boundingRadius(model.m_boundingRadius)
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, m_materials(model.m_materials)
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, m_patterns(model.m_patterns)
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, m_collMesh(model.m_collMesh) //might have to make this per-instance at some point
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@ -60,12 +60,12 @@
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* - removing unnecessary nodes from the scene graph: pre-translate unanimated meshes etc.
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*/
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#include "libs.h"
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#include "ModelBase.h"
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#include "Animation.h"
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#include "ColorMap.h"
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#include "Group.h"
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#include "Label3D.h"
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#include "Pattern.h"
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#include "LmrTypes.h"
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#include "graphics/Material.h"
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#include <stdexcept>
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@ -82,7 +82,7 @@ typedef std::vector<std::pair<std::string, RefCountedPtr<Graphics::Material> > >
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typedef std::vector<Animation*> AnimationContainer;
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typedef std::vector<MatrixTransform *> TagContainer;
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class Model : public ModelBase
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class Model
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{
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public:
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friend class Loader;
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@ -144,4 +144,6 @@ private:
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}
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using SceneGraph::Model; //yep.
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#endif
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@ -347,7 +347,6 @@
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<ClInclude Include="..\..\src\MathUtil.h" />
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<ClInclude Include="..\..\src\matrix4x4.h" />
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<ClInclude Include="..\..\src\Missile.h" />
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<ClInclude Include="..\..\src\ModelBase.h" />
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<ClInclude Include="..\..\src\ModelBody.h" />
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<ClInclude Include="..\..\src\ModelCache.h" />
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<ClInclude Include="..\..\src\ModelViewer.h" />
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@ -881,9 +881,6 @@
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<ClInclude Include="..\..\src\UIView.h">
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<Filter>src</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\ModelBase.h">
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<Filter>src</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\ModelViewer.h">
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<Filter>src</Filter>
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</ClInclude>
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