Bastien Bouclet d4a890a36e STARK: Fix biff mesh texture coordinates
For some reason, the doubleSided material flag seems to affect what
texture coordinates transform needs to be applied.
2018-04-14 09:29:25 +02:00

125 lines
2.9 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 AUTHORS
* 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 STARK_MODEL_MODEL_H
#define STARK_MODEL_MODEL_H
#include "common/array.h"
#include "common/str.h"
#include "math/ray.h"
#include "math/vector3d.h"
namespace Stark {
namespace Gfx {
class TextureSet;
}
class ArchiveReadStream;
class VertNode {
public:
Math::Vector3d _pos1, _pos2;
Math::Vector3d _normal;
float _texS, _texT;
uint32 _bone1, _bone2;
float _boneWeight;
};
struct Face {
uint32 materialId;
Common::Array<uint32> vertexIndices;
Face() : materialId(0) {}
};
struct Material {
Common::String name;
Common::String texture;
float r, g, b;
bool doubleSided;
Material() : r(0), g(0), b(0), doubleSided(false) {};
};
class BoneNode {
public:
BoneNode() : _parent(-1), _idx(0), _u1(0) {}
~BoneNode() { }
/** Perform a collision test with the ray */
bool intersectRay(const Math::Ray &ray) const;
Common::String _name;
float _u1;
Common::Array<uint32> _children;
int _parent;
uint32 _idx;
Math::Vector3d _animPos;
Math::Quaternion _animRot;
/** Bone space bounding box */
Math::AABB _boundingBox;
};
/**
* A 3D Model
*/
class Model {
public:
Model();
~Model();
/**
* Try and initialise object from the specified stream
*/
void readFromStream(ArchiveReadStream *stream);
const Common::Array<VertNode *> &getVertices() const { return _vertices; }
const Common::Array<Face *> &getFaces() const { return _faces; }
const Common::Array<Material *> &getMaterials() const { return _materials; }
const Common::Array<BoneNode *> &getBones() const { return _bones; };
/** Perform a collision test with a ray */
bool intersectRay(const Math::Ray &ray) const;
private:
void buildBonesBoundingBoxes();
void buildBoneBoundingBox(BoneNode *bone) const;
void readBones(ArchiveReadStream *stream);
Common::String _name;
uint32 _u1;
float _u2;
Common::Array<VertNode *> _vertices;
Common::Array<Material *> _materials;
Common::Array<Face *> _faces;
Common::Array<BoneNode *> _bones;
};
} // End of namespace Stark
#endif // STARK_MODEL_MODEL_H