scummvm/engines/grim/model.h
Paweł Kołodziejski e350c7f777 renames
2012-01-06 23:29:45 +01:00

191 lines
5.0 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 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
*
*/
#ifndef GRIM_MODEL_H
#define GRIM_MODEL_H
#include "engines/grim/object.h"
#include "math/matrix4.h"
namespace Common {
class SeekableReadStream;
}
namespace Grim {
class TextSplitter;
class Material;
class Mesh;
class ModelNode;
class CMap;
struct Sprite {
void draw() const;
Math::Vector3d _pos;
float _width;
float _height;
bool _visible;
Material *_material;
Sprite *_next;
};
class Model : public Object {
public:
// Construct a 3D model from the given data.
Model(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap, Model *parent = NULL);
void loadBinary(Common::SeekableReadStream *data, CMap *cmap);
void loadText(TextSplitter *ts, CMap *cmap);
void loadEMI(Common::SeekableReadStream *data);
void reload(CMap *cmap);
void draw() const;
Material *findMaterial(const char *name, CMap *cmap) const;
~Model();
Common::String _fname;
ObjectPtr<CMap> _cmap;
ModelNode *getHierarchy() const;
int getNumNodes() const { return _numHierNodes; }
//private:
struct Geoset {
void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
void loadText(TextSplitter *ts, Material *materials[]);
void changeMaterials(Material *materials[]);
Geoset() : _numMeshes(0) { }
~Geoset();
int _numMeshes;
Mesh *_meshes;
};
void loadMaterial(int index, CMap *cmap);
Model *_parent;
int _numMaterials;
char (*_materialNames)[32];
Material **_materials;
bool *_materialsShared;
Math::Vector3d _insertOffset;
int _numGeosets;
Geoset *_geosets;
float _radius;
int _numHierNodes;
ModelNode *_rootHierNode;
Math::Vector3d _bboxPos;
Math::Vector3d _bboxSize;
};
class MeshFace {
public:
int loadBinary(Common::SeekableReadStream *data, Material *materials[]);
void draw(float *vertices, float *vertNormals, float *textureVerts) const;
void changeMaterial(Material *material);
~MeshFace();
Material *_material;
int _type, _geo, _light, _tex;
float _extraLight;
int _numVertices;
int *_vertices, *_texVertices;
Math::Vector3d _normal;
};
class Mesh {
public:
void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
void loadText(TextSplitter *ts, Material *materials[]);
void changeMaterials(Material *materials[]);
void draw() const;
void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
void update();
Mesh() : _numFaces(0) { }
~Mesh();
char _name[32];
float _radius;
int _shadow, _geometryMode, _lightingMode, _textureMode;
int _numVertices;
int *_materialid;
float *_vertices; // sets of 3
float *_verticesI;
float *_vertNormals; // sets of 3
int _numTextureVerts;
float *_textureVerts; // sets of 2
int _numFaces;
MeshFace *_faces;
Math::Matrix4 _matrix;
};
class ModelNode {
public:
ModelNode() : _initialized(false) { }
~ModelNode();
void loadBinary(Common::SeekableReadStream *data, ModelNode *hierNodes, const Model::Geoset *g);
void draw() const;
void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
void addChild(ModelNode *child);
void removeChild(ModelNode *child);
void setMatrix(Math::Matrix4 matrix);
void update();
void addSprite(Sprite *sprite);
void removeSprite(Sprite *sprite);
void translateViewpoint() const;
void translateViewpointBack() const;
char _name[64];
Mesh *_mesh;
/**
* A value of 0x100 (256) specifies that when animating this node, keyframes should not be
* interpolated (lerped), but instead the transition from source to target is to occur
* discretely.
*/
int _flags;
/**
* Each KeyFrameAnim has a type identifier. This type field is a bitmask which is ANDed againts
* the type in the KeyFrameAnim to control which KeyFrameAnims animate on which nodes of the character.
* This enables selectively controlling the animations to act only on certain bones.
*/
int _type;
int _depth, _numChildren;
ModelNode *_parent, *_child, *_sibling;
Math::Vector3d _pos, _pivot;
Math::Angle _pitch, _yaw, _roll;
Math::Vector3d _animPos;
Math::Angle _animPitch, _animYaw, _animRoll;
bool _meshVisible, _hierVisible;
bool _initialized;
Math::Matrix4 _matrix;
Math::Matrix4 _localMatrix;
Math::Matrix4 _pivotMatrix;
Sprite* _sprite;
};
} // end of namespace Grim
#endif