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openrw/rwengine/include/data/ObjectData.hpp
2014-01-29 08:47:01 +00:00

128 lines
2.7 KiB
C++

#pragma once
#ifndef __GLT_OBJECTDATA_HPP__
#define __GLT_OBJECTDATA_HPP__
#include <stdint.h>
#include <string>
#include <vector>
#include <glm/glm.hpp>
struct ObjectData
{
uint16_t ID;
std::string modelName;
std::string textureName;
size_t numClumps;
float drawDistance[3];
int32_t flags;
bool LOD;
short timeOn;
short timeOff;
enum {
WET = 1, /// Render with a wet effect
NIGHTONLY = 1 << 1, /// Render only during the night
ALPHA1 = 1 << 2, /// Alpha
ALPHA2 = 1 << 3, /// Alpha
DAYONLY = 1 << 4, /// Render only during the day
INTERIOR = 1 << 5, /// Is part of an interior
NOSHADOWMESH = 1 << 6, /// Disable shadow mesh
DONTCULL = 1 << 7, /// Disable culling
NODRAWDIST = 1 << 8, /// Object won't be affected by draw distance
BREAKABLE = 1 << 9, /// Object can be broken
SMASHABLE = 1 << 10, /// Object can be smashed and broken
GRGEDOOR = 1 << 11, /// Is a garage door (SA and IV only)
MULTICLUMP = 1 << 12, /// Multiclump
WBRIGHTNESS = 1 << 13, /// Weather PoleShd value effects brightness.
EXPLODEONHIT = 1 << 14, /// Object explodes after being hit
};
};
struct CarData
{
enum VehicleClass
{
IGNORE = 0,
NORMAL = 1,
POORFAMILY = 1 << 1,
RICHFAMILY = 1 << 2,
EXECUTIVE = 1 << 3,
WORKER = 1 << 4,
BIG = 1 << 5,
TAXI = 1 << 6,
MOPED = 1 << 7,
MOTORBIKE = 1 << 8,
LEISUREBOAT = 1 << 9,
WORKERBOAT = 1 << 10,
BICYCLE = 1 << 11,
ONFOOT = 1 << 12,
};
enum VehicleType {
CAR,
BOAT,
TRAIN,
PLANE,
HELI,
};
uint16_t ID;
std::string modelName;
std::string textureName;
VehicleType type;
std::string handlingID;
std::string gameName;
VehicleClass classType;
uint8_t frequency; // big enough int type?
uint8_t lvl; // big enough int type?
uint16_t comprules;
union { // big enough int types?
uint16_t wheelModelID; // used only when type == CAR
int16_t modelLOD; // used only when type == PLANE
};
float wheelScale; // used only when type == CAR
};
struct CharacterData
{
uint16_t ID;
std::string modelName;
std::string textureName;
std::string type;
std::string behaviour;
std::string animGroup;
uint8_t driveMask;
};
/**
* This is orthogonal to object class, it gives
* Instances different physical properties.
*/
struct DynamicObjectData
{
std::string modelName;
float mass; // Kg
float turnMass; // Kg m^3
float airRes; // fraction
float elacticity; // "
float bouancy;
float uprootForce; // Force
float collDamageMulti;
/*
* 1: change model
* 2: split model
* 3: smash
* 4: change and smash
*/
uint8_t collDamageFlags;
/*
* 1: lampost
* 2: smallbox
* 3: bigbox
* 4: fencepart
*/
uint8_t collResponseFlags;
bool cameraAvoid;
};
#endif