scummvm/engines/grim/emi/modelemi.h
2012-02-04 18:19:44 -08:00

121 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 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_MODELEMI_H
#define GRIM_MODELEMI_H
#include "engines/grim/object.h"
#include "math/matrix4.h"
#include "math/vector2d.h"
#include "math/vector3d.h"
#include "math/vector4d.h"
namespace Common {
class SeekableReadStream;
}
namespace Grim {
class Material;
struct EMIColormap {
unsigned char r, g, b, a;
};
// Todo: port this to math::vector
struct Vector3int;
class EMIModel;
struct BoneInfo;
struct Bone;
class Skeleton;
class EMIMeshFace {
public:
Vector3int *_indexes;
uint32 _faceLength;
uint32 _numFaces;
uint32 _hasTexture;
uint32 _texID;
uint32 _flags;
EMIModel *_parent;
EMIMeshFace() : _numFaces(0), _hasTexture(0), _texID(0), _flags(0), _indexes(NULL), _parent(NULL) { }
~EMIMeshFace();
void loadFace(Common::SeekableReadStream *data);
void setParent(EMIModel *m) { _parent = m; }
void render();
};
/* TODO: Remember to credit JohnDoe for his EMIMeshViewer, as most of the Skeletal
* math, and understandings comes from his Delphi-code.
*/
class EMIModel : public Object {
public:
int _numVertices;
Math::Vector3d *_vertices;
Math::Vector3d *_drawVertices;
Math::Vector3d *_normals;
EMIColormap *_colorMap;
Math::Vector2d *_texVerts;
uint32 _numFaces;
EMIMeshFace *_faces;
uint32 _numTextures;
Common::String *_texNames;
Material **_mats;
Skeleton *_skeleton;
int _numBones;
Bone *_bones;
// Bone-stuff:
int _numBoneInfos;
BoneInfo *_boneInfos;
Common::String *_boneNames;
int *_vertexBoneInfo;
int *_vertexBone;
// Stuff we dont know how to use:
Math::Vector4d *_sphereData;
Math::Vector3d *_boxData;
Math::Vector3d *_boxData2;
int _numTexSets;
int _setType;
Common::String _fname;
public:
EMIModel(const Common::String &filename, Common::SeekableReadStream *data, EMIModel *parent = NULL);
~EMIModel();
void setTex(int index);
void setSkeleton(Skeleton *skel);
void loadMesh(Common::SeekableReadStream *data);
void prepareForRender();
void prepare();
void draw();
};
} // end of namespace Grim
#endif