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6d226501b5
- if Lua_V2::SetActorGlobalAlpha() is called with a mesh name, set a mesh-specific alpha value / mode - use this alpha value in drawEMIModelFace() - fixes the problem that the whole actor vanishes in some scenes (e.g. when entering or leaving the porch of the of LUA bar)
79 lines
2.4 KiB
C++
79 lines
2.4 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GRIM_COSTUMEEMI_H
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#define GRIM_COSTUMEEMI_H
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#include "common/stream.h"
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#include "engines/grim/object.h"
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#include "engines/grim/costume.h"
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#include "engines/grim/emi/costume/emichore.h"
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namespace Grim {
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typedef uint32 tag32;
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class EMISkelComponent;
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class EMIMeshComponent;
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class Material;
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class EMIModel;
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class EMICostume : public Costume {
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public:
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EMICostume(const Common::String &filename, Actor *owner, Costume *prevCost);
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void load(Common::SeekableReadStream *data) override;
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void draw() override;
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int update(uint time) override;
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void playChore(int num, uint msecs = 0) override;
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void playChoreLooping(int num, uint msecs = 0) override;
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void saveState(SaveGame *state) const override;
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bool restoreState(SaveGame *state) override;
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Material *loadMaterial(const Common::String &name, bool clamp);
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Material *findMaterial(const Common::String &name);
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void setHead(const char *joint, const Math::Vector3d &offset);
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void setHeadLimits(float yawRange, float maxPitch, float minPitch);
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EMIModel *getEMIModel() const;
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EMIModel *getEMIModel(int num) const;
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public:
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EMIChore *_wearChore;
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EMISkelComponent *_emiSkel;
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private:
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Common::List<ObjectPtr<Material> > _materials;
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static bool compareChores(const Chore *c1, const Chore *c2);
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Component *loadEMIComponent(Component *parent, int parentID, const char *name, Component *prevComponent);
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void setWearChore(EMIChore *chore);
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friend class Chore;
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};
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} // end of namespace Grim
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#endif
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