scummvm/engine/model.h

147 lines
3.7 KiB
C++

/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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
*
* $URL$
* $Id$
*
*/
#ifndef MODEL_H
#define MODEL_H
#include "common/vector3d.h"
#include "common/matrix4.h"
#include "engine/resource.h"
#include <cstring>
class CMap;
class Material;
class TextSplitter;
class Model : public Resource {
public:
// Construct a 3D model from the given data.
Model(const char *filename, const char *data, int len, const CMap &cmap);
void loadBinary(const char *data, const CMap &cmap);
void loadText(TextSplitter &ts, const CMap &cmap);
void reload(const CMap &cmap);
void draw() const;
~Model();
struct Geoset;
struct Mesh;
struct HierNode {
HierNode() : _initialized(false) { }
void loadBinary(const char *&data, HierNode *hierNodes, const Geoset &g);
void draw() const;
void addChild(HierNode *child);
void removeChild(HierNode *child);
void setMatrix(Matrix4 matrix);
void update();
char _name[64];
Mesh *_mesh;
int _flags, _type;
int _depth, _numChildren;
HierNode *_parent, *_child, *_sibling;
Vector3d _pos, _pivot;
float _pitch, _yaw, _roll;
Vector3d _animPos;
float _animPitch, _animYaw, _animRoll;
bool _meshVisible, _hierVisible;
int _priority, _totalWeight;
bool _initialized;
Matrix4 _matrix;
Matrix4 _localMatrix;
Matrix4 _pivotMatrix;
};
HierNode *copyHierarchy();
int numNodes() const { return _numHierNodes; }
//private:
struct Face {
int loadBinary(const char *&data, ResPtr<Material> *materials);
void draw(float *vertices, float *vertNormals, float *textureVerts) const;
void changeMaterial(ResPtr<Material> materials);
~Face();
Material *_material;
int _type, _geo, _light, _tex;
float _extraLight;
int _numVertices;
int *_vertices, *_texVertices;
Vector3d _normal;
};
struct Mesh {
void loadBinary(const char *&data, ResPtr<Material> *materials);
void loadText(TextSplitter &ts, ResPtr<Material> *materials);
void changeMaterials(ResPtr<Material> *materials);
void draw() 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;
Face *_faces;
Matrix4 _matrix;
};
struct Geoset {
void loadBinary(const char *&data, ResPtr<Material> *materials);
void loadText(TextSplitter &ts, ResPtr<Material> *materials);
void changeMaterials(ResPtr<Material> *materials);
Geoset() : _numMeshes(0) { }
~Geoset();
int _numMeshes;
Mesh *_meshes;
};
int _numMaterials;
char (*_materialNames)[32];
ResPtr<Material> *_materials;
Vector3d _insertOffset;
int _numGeosets;
Geoset *_geosets;
float _radius;
int _numHierNodes;
HierNode *_rootHierNode;
};
#endif