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128 lines
3.1 KiB
C++
128 lines
3.1 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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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
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* file distributed with this source distribution.
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*
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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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*
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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
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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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*
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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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*
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*/
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#ifndef GRIM_MODELEMI_H
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#define GRIM_MODELEMI_H
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#include "engines/grim/object.h"
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#include "math/matrix4.h"
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#include "math/vector2d.h"
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#include "math/vector3d.h"
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#include "math/vector4d.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Grim {
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class Material;
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struct EMIColormap {
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unsigned char r, g, b, a;
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};
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// Todo: port this to math::vector
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struct Vector3int;
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class EMICostume;
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class EMIModel;
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struct BoneInfo;
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struct Bone;
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class Skeleton;
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class EMIMeshFace {
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public:
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Vector3int *_indexes;
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uint32 _indicesEBO;
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uint32 _faceLength;
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uint32 _numFaces;
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uint32 _hasTexture;
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uint32 _texID;
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uint32 _flags;
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EMIModel *_parent;
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EMIMeshFace() : _faceLength(0), _numFaces(0), _hasTexture(0), _texID(0), _flags(0), _indexes(NULL), _parent(NULL), _indicesEBO(0) { }
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~EMIMeshFace();
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void loadFace(Common::SeekableReadStream *data);
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void setParent(EMIModel *m) { _parent = m; }
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void render();
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};
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/* TODO: Remember to credit JohnDoe for his EMIMeshViewer, as most of the Skeletal
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* math, and understandings comes from his Delphi-code.
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*/
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class EMIModel : public Object {
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public:
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int _numVertices;
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Math::Vector3d *_vertices;
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Math::Vector3d *_drawVertices;
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Math::Vector3d *_normals;
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EMIColormap *_colorMap;
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Math::Vector2d *_texVerts;
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uint32 _numFaces;
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EMIMeshFace *_faces;
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uint32 _numTextures;
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Common::String *_texNames;
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Material **_mats;
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Skeleton *_skeleton;
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int _numBones;
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// Bone-stuff:
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int _numBoneInfos;
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BoneInfo *_boneInfos;
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Common::String *_boneNames;
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int *_vertexBoneInfo;
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int *_vertexBone;
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// Stuff we dont know how to use:
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float _radius;
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Math::Vector3d *_center;
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Math::Vector3d *_boxData;
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Math::Vector3d *_boxData2;
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int _numTexSets;
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int _setType;
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Common::String _fname;
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EMICostume *_costume;
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void *_userData;
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public:
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EMIModel(const Common::String &filename, Common::SeekableReadStream *data, EMICostume *costume);
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~EMIModel();
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void setTex(uint32 index);
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void setSkeleton(Skeleton *skel);
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void loadMesh(Common::SeekableReadStream *data);
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void prepareForRender();
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void prepareTextures();
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void draw();
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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};
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} // end of namespace Grim
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#endif
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