scummvm/engines/grim/emi/modelemi.h
2014-04-05 18:18:42 +02:00

128 lines
3.1 KiB
C++

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