scummvm/engines/grim/model.h

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/* ResidualVM - A 3D game interpreter
*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
*/
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#ifndef GRIM_MODEL_H
#define GRIM_MODEL_H
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#include "engines/grim/object.h"
#include "math/matrix4.h"
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namespace Common {
class SeekableReadStream;
}
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namespace Grim {
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class TextSplitter;
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class Material;
class Mesh;
class ModelNode;
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class CMap;
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struct Sprite {
void draw() const;
void loadBinary(Common::SeekableReadStream*);
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Math::Vector3d _pos;
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float _width;
float _height;
bool _visible;
Material *_material;
Sprite *_next;
};
class Model : public Object {
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public:
// Construct a 3D model from the given data.
Model(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap, Model *parent = NULL);
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void reload(CMap *cmap);
void draw() const;
Material *findMaterial(const char *name, CMap *cmap) const;
~Model();
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const Common::String &getFilename() const { return _fname; }
const ObjectPtr<CMap> &getCMap() const { return _cmap; }
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ModelNode *getHierarchy() const;
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int getNumNodes() const { return _numHierNodes; }
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struct Geoset {
void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
void loadText(TextSplitter *ts, Material *materials[]);
void changeMaterials(Material *materials[]);
Geoset() : _numMeshes(0) { }
~Geoset();
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int _numMeshes;
Mesh *_meshes;
};
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//private:
void loadMaterial(int index, CMap *cmap);
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void loadBinary(Common::SeekableReadStream *data);
void loadText(TextSplitter *ts);
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Common::String _fname;
ObjectPtr<CMap> _cmap;
Model *_parent;
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int _numMaterials;
char (*_materialNames)[32];
Material **_materials;
bool *_materialsShared;
Math::Vector3d _insertOffset;
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int _numGeosets;
Geoset *_geosets;
float _radius;
int _numHierNodes;
ModelNode *_rootHierNode;
Math::Vector3d _bboxPos;
Math::Vector3d _bboxSize;
};
class MeshFace {
public:
int loadBinary(Common::SeekableReadStream *data, Material *materials[]);
void draw(float *vertices, float *vertNormals, float *textureVerts) const;
void changeMaterial(Material *material);
~MeshFace();
Material *_material;
int _type, _geo, _light, _tex;
float _extraLight;
int _numVertices;
int *_vertices, *_texVertices;
Math::Vector3d _normal;
};
class Mesh {
public:
void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
void loadText(TextSplitter *ts, Material *materials[]);
void changeMaterials(Material *materials[]);
void draw() const;
void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
void update();
Mesh() : _numFaces(0) { }
~Mesh();
char _name[32];
float _radius;
int _shadow, _geometryMode, _lightingMode, _textureMode;
int _numVertices;
int *_materialid;
float *_vertices; // sets of 3
float *_verticesI;
float *_vertNormals; // sets of 3
int _numTextureVerts;
float *_textureVerts; // sets of 2
int _numFaces;
MeshFace *_faces;
Math::Matrix4 _matrix;
};
class ModelNode {
public:
ModelNode() : _initialized(false), _needsUpdate(true) { }
~ModelNode();
void loadBinary(Common::SeekableReadStream *data, ModelNode *hierNodes, const Model::Geoset *g);
void draw() const;
void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
void addChild(ModelNode *child);
void removeChild(ModelNode *child);
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void setMatrix(const Math::Matrix4 &matrix);
void update();
void addSprite(Sprite *sprite);
void removeSprite(Sprite *sprite);
void translateViewpoint() const;
void translateViewpointBack() const;
char _name[64];
Mesh *_mesh;
/**
* A value of 0x100 (256) specifies that when animating this node, keyframes should not be
* interpolated (lerped), but instead the transition from source to target is to occur
* discretely.
*/
int _flags;
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/**
* Each KeyFrameAnim has a type identifier. This type field is a bitmask which is ANDed againts
* the type in the KeyFrameAnim to control which KeyFrameAnims animate on which nodes of the character.
* This enables selectively controlling the animations to act only on certain bones.
*/
int _type;
int _depth, _numChildren;
ModelNode *_parent, *_child, *_sibling;
Math::Vector3d _pos, _pivot;
// Specifies the bind pose YPR values for this node. This data
// is read from the model file and never altered (could be const).
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Math::Angle _pitch, _yaw, _roll;
Math::Vector3d _animPos;
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Math::Angle _animPitch, _animYaw, _animRoll;
bool _meshVisible, _hierVisible;
bool _initialized;
bool _needsUpdate;
Math::Matrix4 _matrix;
Math::Matrix4 _localMatrix;
Math::Matrix4 _pivotMatrix;
Sprite* _sprite;
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};
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} // end of namespace Grim
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#endif