scummvm/engines/grim/model.cpp

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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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
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#include "common/endian.h"
#include "engines/grim/debug.h"
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#include "engines/grim/grim.h"
#include "engines/grim/model.h"
#include "engines/grim/material.h"
#include "engines/grim/textsplit.h"
#include "engines/grim/gfx_base.h"
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#include "engines/grim/resource.h"
#include "engines/grim/colormap.h"
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namespace Grim {
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void Sprite::draw() const {
if (!_visible)
return;
_material->select();
g_driver->drawSprite(this);
}
/**
* @class Model
*/
Model::Model(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap, Model *parent) :
Object(), _parent(parent), _numMaterials(0), _numGeosets(0), _cmap(cmap) {
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_fname = filename;
if (g_grim->getGameType() == GType_MONKEY4) {
loadEMI(data);
} else if (data->readUint32BE() == MKTAG('L','D','O','M'))
loadBinary(data, cmap);
else {
data->seek(0, SEEK_SET);
TextSplitter ts(data);
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loadText(&ts, cmap);
}
Math::Vector3d max;
_rootHierNode->update();
bool first = true;
for (int i = 0; i < _numHierNodes; ++i) {
ModelNode &node = _rootHierNode[i];
if (node._mesh) {
Mesh &mesh = *node._mesh;
Math::Vector3d p = mesh._matrix.getPosition();
float x = p.x();
float y = p.y();
float z = p.z();
for (int k = 0; k < mesh._numVertices * 3; k += 3) {
if (first || mesh._vertices[k] + x < _bboxPos.x())
_bboxPos.x() = mesh._vertices[k] + x;
if (first || mesh._vertices[k + 1] + y < _bboxPos.y())
_bboxPos.y() = mesh._vertices[k + 1] + y;
if (first || mesh._vertices[k + 2] + z < _bboxPos.z())
_bboxPos.z() = mesh._vertices[k + 2] + z;
if (first || mesh._vertices[k] + x > max.x())
max.x() = mesh._vertices[k] + x;
if (first || mesh._vertices[k + 1] + y > max.y())
max.y() = mesh._vertices[k + 1] + y;
if (first || mesh._vertices[k + 2] + z > max.z())
max.z() = mesh._vertices[k + 2] + z;
first = false;
}
}
}
_bboxSize = max - _bboxPos;
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}
Model::~Model() {
for (int i = 0; i < _numMaterials; ++i) {
if (!_materialsShared[i]) {
delete _materials[i];
}
}
delete[] _materials;
delete[] _materialNames;
delete[] _materialsShared;
delete[] _geosets;
delete[] _rootHierNode;
g_resourceloader->uncacheModel(this);
}
void Model::loadEMI(Common::SeekableReadStream *data) {
char name[64];
int nameLength = data->readUint32LE();
assert(nameLength < 64);
data->read(name, nameLength);
// skip over some unkown floats
data->seek(48, SEEK_CUR);
_numMaterials = data->readUint32LE();
_materials = new Material*[_numMaterials];
_materialNames = new char[_numMaterials][32];
for (int i = 0; i < _numMaterials; i++) {
nameLength = data->readUint32LE();
assert(nameLength < 32);
data->read(_materialNames[i], nameLength);
// I'm not sure what specialty mateials are, but they are handled differently.
if (memcmp(_materialNames[i], "specialty", 9) == 0) {
_materials[i] = 0;
} else {
loadMaterial(i, 0);
}
data->seek(4, SEEK_CUR);
}
data->seek(4, SEEK_CUR);
}
void Model::loadBinary(Common::SeekableReadStream *data, CMap *cmap) {
char v3[4 * 3], f[4];
_numMaterials = data->readUint32LE();
_materials = new Material*[_numMaterials];
_materialNames = new char[_numMaterials][32];
_materialsShared = new bool[_numMaterials];
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for (int i = 0; i < _numMaterials; i++) {
data->read(_materialNames[i], 32);
_materialsShared[i] = false;
_materials[i] = NULL;
loadMaterial(i, cmap);
}
data->seek(32, SEEK_CUR); // skip name
data->seek(4, SEEK_CUR);
_numGeosets = data->readUint32LE();
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_geosets = new Geoset[_numGeosets];
for (int i = 0; i < _numGeosets; i++)
_geosets[i].loadBinary(data, _materials);
data->seek(4, SEEK_CUR);
_numHierNodes = data->readUint32LE();
_rootHierNode = new ModelNode[_numHierNodes];
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for (int i = 0; i < _numHierNodes; i++) {
_rootHierNode[i].loadBinary(data, _rootHierNode, &_geosets[0]);
}
data->read(f, 4);
_radius = get_float(f);
data->seek(36, SEEK_CUR);
data->read(v3, 3 * 4);
_insertOffset = Math::Vector3d::get_vector3d(v3);
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}
void Model::loadText(TextSplitter *ts, CMap *cmap) {
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ts->expectString("section: header");
int major, minor;
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ts->scanString("3do %d.%d", 2, &major, &minor);
ts->expectString("section: modelresource");
ts->scanString("materials %d", 1, &_numMaterials);
_materials = new Material*[_numMaterials];
_materialNames = new char[_numMaterials][32];
_materialsShared = new bool[_numMaterials];
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for (int i = 0; i < _numMaterials; i++) {
char materialName[32];
int num;
_materialsShared[i] = false;
_materials[i] = NULL;
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ts->scanString("%d: %32s", 2, &num, materialName);
strcpy(_materialNames[num], materialName);
loadMaterial(num, cmap);
}
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ts->expectString("section: geometrydef");
ts->scanString("radius %f", 1, &_radius);
ts->scanString("insert offset %f %f %f", 3, &_insertOffset.x(), &_insertOffset.y(), &_insertOffset.z());
ts->scanString("geosets %d", 1, &_numGeosets);
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_geosets = new Geoset[_numGeosets];
for (int i = 0; i < _numGeosets; i++) {
int num;
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ts->scanString("geoset %d", 1, &num);
_geosets[num].loadText(ts, _materials);
}
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ts->expectString("section: hierarchydef");
ts->scanString("hierarchy nodes %d", 1, &_numHierNodes);
_rootHierNode = new ModelNode[_numHierNodes];
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for (int i = 0; i < _numHierNodes; i++) {
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int num, mesh, parent, child, sibling, numChildren;
unsigned int flags, type;
float x, y, z, pitch, yaw, roll, pivotx, pivoty, pivotz;
char name[64];
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ts->scanString(" %d: %x %x %d %d %d %d %d %f %f %f %f %f %f %f %f %f %64s",
18, &num, &flags, &type, &mesh, &parent, &child, &sibling,
&numChildren, &x, &y, &z, &pitch, &yaw, &roll, &pivotx, &pivoty, &pivotz, name);
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_rootHierNode[num]._flags = (int)flags;
_rootHierNode[num]._type = (int)type;
if (mesh < 0)
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_rootHierNode[num]._mesh = NULL;
else
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_rootHierNode[num]._mesh = &_geosets[0]._meshes[mesh];
if (parent >= 0) {
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_rootHierNode[num]._parent = &_rootHierNode[parent];
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_rootHierNode[num]._depth = _rootHierNode[parent]._depth + 1;
} else {
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_rootHierNode[num]._parent = NULL;
_rootHierNode[num]._depth = 0;
}
if (child >= 0)
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_rootHierNode[num]._child = &_rootHierNode[child];
else
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_rootHierNode[num]._child = NULL;
if (sibling >= 0)
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_rootHierNode[num]._sibling = &_rootHierNode[sibling];
else
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_rootHierNode[num]._sibling = NULL;
_rootHierNode[num]._numChildren = numChildren;
_rootHierNode[num]._pos = Math::Vector3d(x, y, z);
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_rootHierNode[num]._pitch = pitch;
_rootHierNode[num]._yaw = yaw;
_rootHierNode[num]._roll = roll;
_rootHierNode[num]._pivot = Math::Vector3d(pivotx, pivoty, pivotz);
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_rootHierNode[num]._meshVisible = true;
_rootHierNode[num]._hierVisible = true;
_rootHierNode[num]._sprite = NULL;
}
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if (!ts->isEof())
Debug::warning(Debug::Models, "Unexpected junk at end of model text");
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}
void Model::draw() const {
_rootHierNode->draw();
}
ModelNode *Model::getHierarchy() const {
return _rootHierNode;
}
void Model::reload(CMap *cmap) {
// Load the new colormap
for (int i = 0; i < _numMaterials; i++) {
loadMaterial(i, cmap);
}
for (int i = 0; i < _numGeosets; i++)
_geosets[i].changeMaterials(_materials);
_cmap = cmap;
}
void Model::loadMaterial(int index, CMap *cmap) {
Material *mat = NULL;
if (!_materialsShared[index]) {
mat = _materials[index];
}
_materials[index] = NULL;
if (_parent) {
_materials[index] = _parent->findMaterial(_materialNames[index], cmap);
if (_materials[index]) {
_materialsShared[index] = true;
}
}
if (!_materials[index]) {
if (mat && cmap->getFilename() == _cmap->getFilename()) {
_materials[index] = mat;
} else {
_materials[index] = g_resourceloader->loadMaterial(_materialNames[index], cmap);
}
_materialsShared[index] = false;
}
if (mat != _materials[index]) {
delete mat;
}
}
Material *Model::findMaterial(const char *name, CMap *cmap) const {
for (int i = 0; i < _numMaterials; ++i) {
if (scumm_stricmp(name, _materialNames[i]) == 0) {
if (cmap->getFilename() != _cmap->getFilename())
_materials[i]->reload(cmap);
return _materials[i];
}
}
return NULL;
}
/**
* @class Model::Geoset
*/
Model::Geoset::~Geoset() {
delete[] _meshes;
}
void Model::Geoset::loadBinary(Common::SeekableReadStream *data, Material *materials[]) {
_numMeshes = data->readUint32LE();
_meshes = new Mesh[_numMeshes];
for (int i = 0; i < _numMeshes; i++)
_meshes[i].loadBinary(data, materials);
}
void Model::Geoset::loadText(TextSplitter *ts, Material *materials[]) {
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ts->scanString("meshes %d", 1, &_numMeshes);
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_meshes = new Mesh[_numMeshes];
for (int i = 0; i < _numMeshes; i++) {
int num;
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ts->scanString("mesh %d", 1, &num);
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_meshes[num].loadText(ts, materials);
}
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}
void Model::Geoset::changeMaterials(Material *materials[]) {
for (int i = 0; i < _numMeshes; i++)
_meshes[i].changeMaterials(materials);
}
/**
* @class MeshFace
*/
MeshFace::~MeshFace() {
delete[] _vertices;
delete[] _texVertices;
}
int MeshFace::loadBinary(Common::SeekableReadStream *data, Material *materials[]) {
char v3[4 * 3], f[4];
data->seek(4, SEEK_CUR);
_type = data->readUint32LE();
_geo = data->readUint32LE();
_light = data->readUint32LE();
_tex = data->readUint32LE();
_numVertices = data->readUint32LE();
data->seek(4, SEEK_CUR);
int texPtr = data->readUint32LE();
int materialPtr = data->readUint32LE();
data->seek(12, SEEK_CUR);
data->read(f, 4);
_extraLight = get_float(f);
data->seek(12, SEEK_CUR);
data->read(v3, 4 * 3);
_normal = Math::Vector3d::get_vector3d(v3);
_vertices = new int[_numVertices];
for (int i = 0; i < _numVertices; i++)
_vertices[i] = data->readUint32LE();
if (texPtr == 0)
_texVertices = NULL;
else {
_texVertices = new int[_numVertices];
for (int i = 0; i < _numVertices; i++)
_texVertices[i] = data->readUint32LE();
}
if (materialPtr == 0)
_material = 0;
else {
materialPtr = data->readUint32LE();
_material = materials[materialPtr];
}
return materialPtr;
}
void MeshFace::changeMaterial(Material *material) {
_material = material;
}
void MeshFace::draw(float *vertices, float *vertNormals, float *textureVerts) const {
_material->select();
g_driver->drawModelFace(this, vertices, vertNormals, textureVerts);
}
/**
* @class Mesh
*/
Mesh::~Mesh() {
delete[] _vertices;
delete[] _verticesI;
delete[] _vertNormals;
delete[] _textureVerts;
delete[] _faces;
delete[] _materialid;
}
void Mesh::loadBinary(Common::SeekableReadStream *data, Material *materials[]) {
char f[4];
data->read(_name, 32);
data->seek(4, SEEK_CUR);
_geometryMode = data->readUint32LE();
_lightingMode = data->readUint32LE();
_textureMode = data->readUint32LE();
_numVertices = data->readUint32LE();
_numTextureVerts = data->readUint32LE();
_numFaces = data->readUint32LE();
_vertices = new float[3 * _numVertices];
_verticesI = new float[_numVertices];
_vertNormals = new float[3 * _numVertices];
_textureVerts = new float[2 * _numTextureVerts];
_faces = new MeshFace[_numFaces];
_materialid = new int[_numFaces];
for (int i = 0; i < 3 * _numVertices; i++) {
data->read(f, 4);
_vertices[i] = get_float(f);
}
for (int i = 0; i < 2 * _numTextureVerts; i++) {
data->read(f, 4);
_textureVerts[i] = get_float(f);
}
for (int i = 0; i < _numVertices; i++) {
data->read(f, 4);
_verticesI[i] = get_float(f);
}
data->seek(_numVertices * 4, SEEK_CUR);
for (int i = 0; i < _numFaces; i++)
_materialid[i] = _faces[i].loadBinary(data, materials);
for (int i = 0; i < 3 * _numVertices; i++) {
data->read(f, 4);
_vertNormals[i] = get_float(f);
}
_shadow = data->readUint32LE();
data->seek(4, SEEK_CUR);
data->read(f, 4);
_radius = get_float(f);
data->seek(24, SEEK_CUR);
}
void Mesh::loadText(TextSplitter *ts, Material* materials[]) {
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ts->scanString("name %32s", 1, _name);
ts->scanString("radius %f", 1, &_radius);
// In data001/rope_scale.3do, the shadow line is missing
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if (sscanf(ts->getCurrentLine(), "shadow %d", &_shadow) < 1) {
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_shadow = 0;
} else
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ts->nextLine();
ts->scanString("geometrymode %d", 1, &_geometryMode);
ts->scanString("lightingmode %d", 1, &_lightingMode);
ts->scanString("texturemode %d", 1, &_textureMode);
ts->scanString("vertices %d", 1, &_numVertices);
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_vertices = new float[3 * _numVertices];
_verticesI = new float[_numVertices];
_vertNormals = new float[3 * _numVertices];
for (int i = 0; i < _numVertices; i++) {
int num;
float x, y, z, ival;
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ts->scanString(" %d: %f %f %f %f", 5, &num, &x, &y, &z, &ival);
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_vertices[3 * num] = x;
_vertices[3 * num + 1] = y;
_vertices[3 * num + 2] = z;
_verticesI[num] = ival;
}
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ts->scanString("texture vertices %d", 1, &_numTextureVerts);
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_textureVerts = new float[2 * _numTextureVerts];
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for (int i = 0; i < _numTextureVerts; i++) {
int num;
float x, y;
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ts->scanString(" %d: %f %f", 3, &num, &x, &y);
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_textureVerts[2 * num] = x;
_textureVerts[2 * num + 1] = y;
}
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ts->expectString("vertex normals");
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for (int i = 0; i < _numVertices; i++) {
int num;
float x, y, z;
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ts->scanString(" %d: %f %f %f", 4, &num, &x, &y, &z);
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_vertNormals[3 * num] = x;
_vertNormals[3 * num + 1] = y;
_vertNormals[3 * num + 2] = z;
}
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ts->scanString("faces %d", 1, &_numFaces);
_faces = new MeshFace[_numFaces];
_materialid = new int[_numFaces];
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for (int i = 0; i < _numFaces; i++) {
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int num, materialid, geo, light, tex, verts;
unsigned int type;
float extralight;
int readlen;
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if (ts->isEof())
error("Expected face data, got EOF");
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ts->scanStringNoNewLine(" %d: %d %x %d %d %d %f %d%n", 8, &num, &materialid, &type, &geo, &light, &tex, &extralight, &verts, &readlen);
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assert(materialid != -1);
_materialid[num] = materialid;
_faces[num]._material = materials[materialid];
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_faces[num]._type = (int)type;
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_faces[num]._geo = geo;
_faces[num]._light = light;
_faces[num]._tex = tex;
_faces[num]._extraLight = extralight;
_faces[num]._numVertices = verts;
_faces[num]._vertices = new int[verts];
_faces[num]._texVertices = new int[verts];
for (int j = 0; j < verts; j++) {
int readlen2;
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ts->scanStringAtOffsetNoNewLine(readlen, " %d, %d%n", 2, &_faces[num]._vertices[j], &_faces[num]._texVertices[j], &readlen2);
readlen += readlen2;
}
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ts->nextLine();
}
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ts->expectString("face normals");
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for (int i = 0; i < _numFaces; i++) {
int num;
float x, y, z;
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ts->scanString(" %d: %f %f %f", 4, &num, &x, &y, &z);
_faces[num]._normal = Math::Vector3d(x, y, z);
}
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}
void Mesh::update() {
}
void Mesh::changeMaterials(Material *materials[]) {
for (int i = 0; i < _numFaces; i++)
_faces[i].changeMaterial(materials[_materialid[i]]);
}
void Mesh::draw() const {
if (_lightingMode == 0)
g_driver->disableLights();
for (int i = 0; i < _numFaces; i++)
_faces[i].draw(_vertices, _vertNormals, _textureVerts);
if (_lightingMode == 0)
g_driver->enableLights();
}
void Mesh::getBoundingBox(int *x1, int *y1, int *x2, int *y2) const {
int winX1, winY1, winX2, winY2;
g_driver->getBoundingBoxPos(this, &winX1, &winY1, &winX2, &winY2);
if (winX1 != -1 && winY1 != -1 && winX2 != -1 && winY2 != -1) {
*x1 = MIN(*x1, winX1);
*y1 = MIN(*y1, winY1);
*x2 = MAX(*x2, winX2);
*y2 = MAX(*y2, winY2);
}
}
/**
* @class ModelNode
*/
ModelNode::~ModelNode() {
ModelNode *child = _child;
while (child) {
child->_parent = NULL;
child = child->_sibling;
}
}
void ModelNode::loadBinary(Common::SeekableReadStream *data, ModelNode *hierNodes, const Model::Geoset *g) {
char v3[4 * 3], f[4];
data->read(_name, 64);
_flags = data->readUint32LE();
data->seek(4, SEEK_CUR);
_type = data->readUint32LE();
int meshNum = data->readUint32LE();
if (meshNum < 0)
_mesh = NULL;
else
_mesh = g->_meshes + meshNum;
_depth = data->readUint32LE();
int parentPtr = data->readUint32LE();
_numChildren = data->readUint32LE();
int childPtr = data->readUint32LE();
int siblingPtr = data->readUint32LE();
data->read(v3, 4 * 3);
_pivot = Math::Vector3d::get_vector3d(v3);
data->read(v3, 4 * 3);
_pos = Math::Vector3d::get_vector3d(v3);
data->read(f, 4);
_pitch = get_float(f);
data->read(f, 4);
_yaw = get_float(f);
data->read(f, 4);
_roll = get_float(f);
_animPos.set(0,0,0);
_animPitch = 0;
_animYaw = 0;
_animRoll = 0;
_sprite = NULL;
data->seek(48, SEEK_CUR);
if (parentPtr != 0)
_parent = hierNodes + data->readUint32LE();
else
_parent = NULL;
if (childPtr != 0)
_child = hierNodes + data->readUint32LE();
else
_child = NULL;
if (siblingPtr != 0)
_sibling = hierNodes + data->readUint32LE();
else
_sibling = NULL;
_meshVisible = true;
_hierVisible = true;
_initialized = true;
}
void ModelNode::draw() const {
translateViewpoint();
if (_hierVisible) {
g_driver->translateViewpointStart();
g_driver->translateViewpoint(_pivot);
if (!g_driver->isShadowModeActive()) {
Sprite *sprite = _sprite;
while (sprite) {
sprite->draw();
sprite = sprite->_next;
}
}
if (_mesh && _meshVisible) {
_mesh->draw();
}
g_driver->translateViewpointFinish();
if (_child) {
_child->draw();
}
}
translateViewpointBack();
if (_sibling) {
_sibling->draw();
}
}
void ModelNode::getBoundingBox(int *x1, int *y1, int *x2, int *y2) const {
translateViewpoint();
if (_hierVisible) {
g_driver->translateViewpointStart();
g_driver->translateViewpoint(_pivot);
if (_mesh && _meshVisible) {
_mesh->getBoundingBox(x1, y1, x2, y2);
}
g_driver->translateViewpointFinish();
if (_child) {
_child->getBoundingBox(x1, y1, x2, y2);
}
}
translateViewpointBack();
if (_sibling) {
_sibling->getBoundingBox(x1, y1, x2, y2);
}
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}
void ModelNode::addChild(ModelNode *child) {
ModelNode **childPos = &_child;
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while (*childPos)
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childPos = &(*childPos)->_sibling;
*childPos = child;
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child->_parent = this;
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}
void ModelNode::removeChild(ModelNode *child) {
ModelNode **childPos = &_child;
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while (*childPos && *childPos != child)
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childPos = &(*childPos)->_sibling;
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if (*childPos) {
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*childPos = child->_sibling;
child->_parent = NULL;
}
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}
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void ModelNode::setMatrix(const Math::Matrix4 &matrix) {
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_matrix = matrix;
if (_sibling)
_sibling->setMatrix(matrix);
}
void ModelNode::update() {
if (!_initialized)
return;
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if (_hierVisible) {
Math::Vector3d animPos = _pos + _animPos;
Math::Angle animPitch = _pitch + _animPitch;
Math::Angle animYaw = _yaw + _animYaw;
Math::Angle animRoll = _roll + _animRoll;
_localMatrix.setPosition(animPos);
_localMatrix.buildFromPitchYawRoll(animPitch, animYaw, animRoll);
_matrix = _matrix * _localMatrix;
_pivotMatrix = _matrix;
_pivotMatrix.translate(_pivot);
if (_mesh) {
_mesh->_matrix = _pivotMatrix;
}
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if (_child) {
_child->setMatrix(_matrix);
_child->update();
}
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}
if (_sibling) {
_sibling->update();
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}
}
void ModelNode::addSprite(Sprite *sprite) {
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sprite->_next = _sprite;
_sprite = sprite;
}
void ModelNode::removeSprite(Sprite *sprite) {
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Sprite* curr = _sprite;
Sprite* prev = NULL;
while (curr) {
if (curr == sprite) {
if (prev)
prev->_next = curr->_next;
else
_sprite = curr->_next;
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}
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prev = curr;
curr = curr->_next;
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}
}
void ModelNode::translateViewpoint() const {
Math::Vector3d animPos = _pos + _animPos;
Math::Angle animPitch = _pitch + _animPitch;
Math::Angle animYaw = _yaw + _animYaw;
Math::Angle animRoll = _roll + _animRoll;
g_driver->translateViewpointStart();
g_driver->translateViewpoint(animPos);
g_driver->rotateViewpoint(animYaw, Math::Vector3d(0, 0, 1));
g_driver->rotateViewpoint(animPitch, Math::Vector3d(1, 0, 0));
g_driver->rotateViewpoint(animRoll, Math::Vector3d(0, 1, 0));
}
void ModelNode::translateViewpointBack() const {
g_driver->translateViewpointFinish();
}
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} // end of namespace Grim