scummvm/engines/grim/model.h
Joni Vähämäki ae64297e3a GRIM: Initialize animated pose to bind pose, so the model bounding box is calculated correctly. Fixes #1082
Also removed the yaw, pitch and roll fields from ModelNode as they are no longer needed after the rotation is converted to a quaternion.
2014-12-27 00:28:39 +02:00

209 lines
5.7 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_MODEL_H
#define GRIM_MODEL_H
#include "engines/grim/object.h"
#include "math/matrix4.h"
#include "math/quat.h"
namespace Common {
class SeekableReadStream;
}
namespace Grim {
class TextSplitter;
class Material;
class Mesh;
class ModelNode;
class CMap;
class Sprite;
class Model : public Object {
public:
// Construct a 3D model from the given data.
Model(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap, Model *parent = NULL);
void reload(CMap *cmap);
void draw() const;
Material *findMaterial(const char *name, CMap *cmap) const;
~Model();
const Common::String &getFilename() const { return _fname; }
const ObjectPtr<CMap> &getCMap() const { return _cmap; }
ModelNode *getHierarchy() const;
int getNumNodes() const { return _numHierNodes; }
struct Geoset {
void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
void loadText(TextSplitter *ts, Material *materials[]);
void changeMaterials(Material *materials[]);
Geoset() : _numMeshes(0), _meshes(NULL) { }
~Geoset();
int _numMeshes;
Mesh *_meshes;
};
//private:
void loadMaterial(int index, CMap *cmap);
void loadBinary(Common::SeekableReadStream *data);
void loadText(TextSplitter *ts);
Common::String _fname;
ObjectPtr<CMap> _cmap;
Model *_parent;
int _numMaterials;
char (*_materialNames)[32];
Material **_materials;
bool *_materialsShared;
Math::Vector3d _insertOffset;
int _numGeosets;
Geoset *_geosets;
float _radius;
int _numHierNodes;
ModelNode *_rootHierNode;
Math::Vector3d _bboxPos;
Math::Vector3d _bboxSize;
};
class MeshFace {
public:
MeshFace();
~MeshFace();
void stealData(MeshFace &other);
int loadBinary(Common::SeekableReadStream *data, Material *materials[]);
int loadText(TextSplitter *ts, Material *materials[], int offset);
void draw(const Mesh *mesh) const;
void changeMaterial(Material *material);
bool hasTexture() const { return _texVertices != nullptr; }
const Math::Vector3d &getNormal() const { return _normal; }
void setNormal(const Math::Vector3d &normal) { _normal = normal; }
const Material *getMaterial() const { return _material; }
int getNumVertices() const { return _numVertices; }
int getVertex(int i) const { return _vertices[i]; }
int getTextureVertex(int i) const { return _texVertices[i]; }
int getLight() const { return _light; }
private:
Material *_material;
int _type, _geo, _light, _tex;
float _extraLight;
int _numVertices;
int *_vertices, *_texVertices;
Math::Vector3d _normal;
public:
void *_userData;
};
class Mesh {
public:
void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
void loadText(TextSplitter *ts, Material *materials[]);
void changeMaterials(Material *materials[]);
void draw() const;
void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
void update();
Mesh();
~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;
MeshFace *_faces;
Math::Matrix4 _matrix;
void *_userData;
private:
void sortFaces();
};
class ModelNode {
public:
ModelNode();
~ModelNode();
void loadBinary(Common::SeekableReadStream *data, ModelNode *hierNodes, const Model::Geoset *g);
void draw() const;
void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
void addChild(ModelNode *child);
void removeChild(ModelNode *child);
void setMatrix(const Math::Matrix4 &matrix);
void update();
void addSprite(Sprite *sprite);
void removeSprite(const Sprite *sprite);
void translateViewpoint() const;
void translateViewpointBack() const;
char _name[64];
Mesh *_mesh;
/**
* A value of 0x100 (256) specifies that when animating this node, keyframes should not be
* interpolated (lerped), but instead the transition from source to target is to occur
* discretely.
*/
int _flags;
/**
* Each KeyFrameAnim has a type identifier. This type field is a bitmask which is ANDed againts
* the type in the KeyFrameAnim to control which KeyFrameAnims animate on which nodes of the character.
* This enables selectively controlling the animations to act only on certain bones.
*/
int _type;
int _depth, _numChildren;
ModelNode *_parent, *_child, *_sibling;
// Specifies the bind pose for this node. This data is read from the model file and never altered
// (could be const).
Math::Vector3d _pos, _pivot;
Math::Quaternion _rot;
// Specifies the animated pose for this node.
Math::Vector3d _animPos;
Math::Quaternion _animRot;
bool _meshVisible, _hierVisible;
bool _initialized;
bool _needsUpdate;
Math::Matrix4 _matrix;
Math::Matrix4 _localMatrix;
Math::Matrix4 _pivotMatrix;
Sprite *_sprite;
};
} // end of namespace Grim
#endif