2012-01-06 22:29:45 +00:00
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/* ResidualVM - A 3D game interpreter
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2008-06-13 14:57:47 +00:00
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*
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2012-01-06 22:29:45 +00:00
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* ResidualVM is the legal property of its developers, whose names
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2011-04-16 12:12:44 +00:00
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* are too numerous to list here. Please refer to the COPYRIGHT
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2008-06-13 14:57:47 +00:00
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* file distributed with this source distribution.
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2006-04-02 14:20:45 +00:00
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*
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2012-12-19 22:15:43 +00:00
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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2006-04-02 14:20:45 +00:00
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2012-12-19 22:15:43 +00:00
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* This program is distributed in the hope that it will be useful,
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2006-04-02 14:20:45 +00:00
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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2012-12-19 22:15:43 +00:00
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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2006-04-02 14:20:45 +00:00
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2012-12-19 22:15:43 +00:00
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2006-04-02 14:20:45 +00:00
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*
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*/
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2003-08-15 18:00:22 +00:00
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2009-05-26 09:39:42 +00:00
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#ifndef GRIM_MODEL_H
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#define GRIM_MODEL_H
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2003-08-15 18:00:22 +00:00
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2011-03-20 21:16:27 +00:00
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#include "engines/grim/object.h"
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2011-09-10 15:46:07 +00:00
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#include "math/matrix4.h"
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2005-01-01 12:27:57 +00:00
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2011-12-19 17:26:48 +00:00
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namespace Common {
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class SeekableReadStream;
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}
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2009-05-25 06:49:57 +00:00
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namespace Grim {
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class TextSplitter;
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2011-05-14 00:55:14 +00:00
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class Material;
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class Mesh;
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class ModelNode;
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class CMap;
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2011-05-15 13:47:09 +00:00
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struct Sprite {
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void draw() const;
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2012-11-21 21:56:27 +00:00
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void loadBinary(Common::SeekableReadStream*);
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2011-05-15 13:47:09 +00:00
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2011-09-10 15:46:07 +00:00
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Math::Vector3d _pos;
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2011-05-15 13:47:09 +00:00
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float _width;
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float _height;
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bool _visible;
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Material *_material;
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Sprite *_next;
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};
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class Model : public Object {
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public:
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// Construct a 3D model from the given data.
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Model(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap, Model *parent = NULL);
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2012-04-25 00:21:18 +00:00
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2011-03-20 21:16:27 +00:00
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void reload(CMap *cmap);
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2004-02-24 22:43:32 +00:00
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void draw() const;
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2011-07-27 16:07:35 +00:00
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Material *findMaterial(const char *name, CMap *cmap) const;
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2004-02-24 22:43:32 +00:00
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~Model();
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const Common::String &getFilename() const { return _fname; }
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const ObjectPtr<CMap> &getCMap() const { return _cmap; }
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2009-06-26 16:13:11 +00:00
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2011-12-12 18:18:33 +00:00
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ModelNode *getHierarchy() const;
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2011-05-05 09:43:04 +00:00
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int getNumNodes() const { return _numHierNodes; }
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struct Geoset {
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void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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2009-08-27 19:01:09 +00:00
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void loadText(TextSplitter *ts, Material *materials[]);
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void changeMaterials(Material *materials[]);
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Geoset() : _numMeshes(0) { }
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~Geoset();
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int _numMeshes;
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Mesh *_meshes;
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};
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2012-04-25 00:21:18 +00:00
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//private:
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2012-04-26 00:32:45 +00:00
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void loadMaterial(int index, CMap *cmap);
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void loadBinary(Common::SeekableReadStream *data);
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void loadText(TextSplitter *ts);
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2011-07-18 21:43:01 +00:00
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2012-04-25 00:21:18 +00:00
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Common::String _fname;
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ObjectPtr<CMap> _cmap;
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Model *_parent;
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int _numMaterials;
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char (*_materialNames)[32];
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2011-07-18 20:16:40 +00:00
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Material **_materials;
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2011-07-18 21:43:01 +00:00
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bool *_materialsShared;
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Math::Vector3d _insertOffset;
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int _numGeosets;
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Geoset *_geosets;
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float _radius;
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int _numHierNodes;
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ModelNode *_rootHierNode;
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Math::Vector3d _bboxPos;
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Math::Vector3d _bboxSize;
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};
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class MeshFace {
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public:
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int loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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void draw(float *vertices, float *vertNormals, float *textureVerts) const;
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void changeMaterial(Material *material);
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~MeshFace();
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Material *_material;
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int _type, _geo, _light, _tex;
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float _extraLight;
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int _numVertices;
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int *_vertices, *_texVertices;
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Math::Vector3d _normal;
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2011-07-22 20:09:49 +00:00
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};
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class Mesh {
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public:
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2011-12-19 17:26:48 +00:00
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void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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2011-07-22 20:09:49 +00:00
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void loadText(TextSplitter *ts, Material *materials[]);
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void changeMaterials(Material *materials[]);
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2011-12-12 17:57:17 +00:00
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void draw() const;
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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void update();
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Mesh() : _numFaces(0) { }
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~Mesh();
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char _name[32];
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float _radius;
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int _shadow, _geometryMode, _lightingMode, _textureMode;
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int _numVertices;
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int *_materialid;
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float *_vertices; // sets of 3
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float *_verticesI;
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float *_vertNormals; // sets of 3
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int _numTextureVerts;
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float *_textureVerts; // sets of 2
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int _numFaces;
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MeshFace *_faces;
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2011-09-10 15:46:07 +00:00
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Math::Matrix4 _matrix;
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2011-07-22 20:09:49 +00:00
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};
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class ModelNode {
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public:
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ModelNode() : _initialized(false), _needsUpdate(true) { }
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~ModelNode();
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void loadBinary(Common::SeekableReadStream *data, ModelNode *hierNodes, const Model::Geoset *g);
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2011-12-12 17:57:17 +00:00
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void draw() const;
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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void addChild(ModelNode *child);
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void removeChild(ModelNode *child);
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2012-02-05 02:07:24 +00:00
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void setMatrix(const Math::Matrix4 &matrix);
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2011-07-22 20:09:49 +00:00
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void update();
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void addSprite(Sprite *sprite);
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void removeSprite(Sprite *sprite);
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2011-12-12 17:57:17 +00:00
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void translateViewpoint() const;
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void translateViewpointBack() const;
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2011-07-22 20:09:49 +00:00
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char _name[64];
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Mesh *_mesh;
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2011-10-31 00:55:29 +00:00
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/**
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* A value of 0x100 (256) specifies that when animating this node, keyframes should not be
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* interpolated (lerped), but instead the transition from source to target is to occur
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* discretely.
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*/
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int _flags;
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2012-02-05 02:07:24 +00:00
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/**
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* Each KeyFrameAnim has a type identifier. This type field is a bitmask which is ANDed againts
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* the type in the KeyFrameAnim to control which KeyFrameAnims animate on which nodes of the character.
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* This enables selectively controlling the animations to act only on certain bones.
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*/
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int _type;
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2011-07-22 20:09:49 +00:00
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int _depth, _numChildren;
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ModelNode *_parent, *_child, *_sibling;
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Math::Vector3d _pos, _pivot;
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2011-12-30 16:45:09 +00:00
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// Specifies the bind pose YPR values for this node. This data
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// is read from the model file and never altered (could be const).
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2011-09-18 14:24:08 +00:00
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Math::Angle _pitch, _yaw, _roll;
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2011-09-10 15:46:07 +00:00
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Math::Vector3d _animPos;
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2011-09-18 14:24:08 +00:00
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Math::Angle _animPitch, _animYaw, _animRoll;
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bool _meshVisible, _hierVisible;
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bool _initialized;
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bool _needsUpdate;
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2011-09-10 15:46:07 +00:00
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Math::Matrix4 _matrix;
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Math::Matrix4 _localMatrix;
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Math::Matrix4 _pivotMatrix;
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2011-07-22 20:09:49 +00:00
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Sprite* _sprite;
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2003-08-15 18:00:22 +00:00
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};
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2009-05-25 06:49:57 +00:00
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} // end of namespace Grim
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2003-08-15 18:00:22 +00:00
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#endif
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