scummvm/engines/grim/emi/costumeemi.h
Christian Krause 6d226501b5 EMI: Implement mesh-specific alpha values
- 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)
2015-02-17 01:57:07 +01:00

79 lines
2.4 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 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 GRIM_COSTUMEEMI_H
#define GRIM_COSTUMEEMI_H
#include "common/stream.h"
#include "engines/grim/object.h"
#include "engines/grim/costume.h"
#include "engines/grim/emi/costume/emichore.h"
namespace Grim {
typedef uint32 tag32;
class EMISkelComponent;
class EMIMeshComponent;
class Material;
class EMIModel;
class EMICostume : public Costume {
public:
EMICostume(const Common::String &filename, Actor *owner, Costume *prevCost);
void load(Common::SeekableReadStream *data) override;
void draw() override;
int update(uint time) override;
void playChore(int num, uint msecs = 0) override;
void playChoreLooping(int num, uint msecs = 0) override;
void saveState(SaveGame *state) const override;
bool restoreState(SaveGame *state) override;
Material *loadMaterial(const Common::String &name, bool clamp);
Material *findMaterial(const Common::String &name);
void setHead(const char *joint, const Math::Vector3d &offset);
void setHeadLimits(float yawRange, float maxPitch, float minPitch);
EMIModel *getEMIModel() const;
EMIModel *getEMIModel(int num) const;
public:
EMIChore *_wearChore;
EMISkelComponent *_emiSkel;
private:
Common::List<ObjectPtr<Material> > _materials;
static bool compareChores(const Chore *c1, const Chore *c2);
Component *loadEMIComponent(Component *parent, int parentID, const char *name, Component *prevComponent);
void setWearChore(EMIChore *chore);
friend class Chore;
};
} // end of namespace Grim
#endif