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128 lines
3.3 KiB
C++
128 lines
3.3 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#ifndef MODEL_H
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#define MODEL_H
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#include "vector3d.h"
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#include "matrix4.h"
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#include "resource.h"
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#include <cstring>
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class CMap;
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class Material;
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class TextSplitter;
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class Model : public Resource {
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public:
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// Construct a 3D model from the given data.
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Model(const char *filename, const char *data, int len, const CMap &cmap);
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void loadBinary(const char *data, const CMap &cmap);
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void loadText(TextSplitter &ts, const CMap &cmap);
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void draw() const;
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~Model();
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struct Geoset;
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struct Mesh;
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struct HierNode {
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void loadBinary(const char *&data, HierNode *hierNodes, const Geoset &g);
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void draw() const;
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void addChild(HierNode *child);
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void removeChild(HierNode *child);
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void setMatrix(Matrix4 matrix);
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void update();
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char name_[64];
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Mesh *mesh_;
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int flags_, type_;
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int depth_, numChildren_;
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HierNode *parent_, *child_, *sibling_;
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Vector3d pos_, pivot_;
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float pitch_, yaw_, roll_;
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Vector3d animPos_;
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float animPitch_, animYaw_, animRoll_;
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bool meshVisible_, hierVisible_;
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int priority_, totalWeight_;
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Matrix4 matrix_;
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Matrix4 localMatrix_;
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Matrix4 pivotMatrix;
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};
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HierNode *copyHierarchy();
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int numNodes() const { return numHierNodes_; }
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private:
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struct Face {
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void loadBinary(const char *&data, ResPtr<Material> *materials);
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void draw(float *vertices, float *vertNormals, float *textureVerts) const;
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~Face();
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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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Vector3d normal_;
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};
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struct Mesh {
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void loadBinary(const char *&data, ResPtr<Material> *materials);
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void loadText(TextSplitter &ts, ResPtr<Material> *materials);
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void draw() const;
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void update();
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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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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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Face *faces_;
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Matrix4 matrix_;
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};
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struct Geoset {
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void loadBinary(const char *&data, ResPtr<Material> *materials);
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void loadText(TextSplitter &ts, ResPtr<Material> *materials);
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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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int numMaterials_;
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ResPtr<Material> *materials_;
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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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HierNode *rootHierNode_;
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};
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#endif
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