mirror of
https://github.com/libretro/scummvm.git
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ae64297e3a
Also removed the yaw, pitch and roll fields from ModelNode as they are no longer needed after the rotation is converted to a quaternion.
209 lines
5.7 KiB
C++
209 lines
5.7 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_MODEL_H
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#define GRIM_MODEL_H
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#include "engines/grim/object.h"
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#include "math/matrix4.h"
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#include "math/quat.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Grim {
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class TextSplitter;
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class Material;
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class Mesh;
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class ModelNode;
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class CMap;
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class Sprite;
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class Model : public Object {
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public:
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// Construct a 3D model from the given data.
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Model(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap, Model *parent = NULL);
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void reload(CMap *cmap);
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void draw() const;
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Material *findMaterial(const char *name, CMap *cmap) const;
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~Model();
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const Common::String &getFilename() const { return _fname; }
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const ObjectPtr<CMap> &getCMap() const { return _cmap; }
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ModelNode *getHierarchy() const;
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int getNumNodes() const { return _numHierNodes; }
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struct Geoset {
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void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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void loadText(TextSplitter *ts, Material *materials[]);
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void changeMaterials(Material *materials[]);
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Geoset() : _numMeshes(0), _meshes(NULL) { }
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~Geoset();
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int _numMeshes;
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Mesh *_meshes;
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};
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//private:
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void loadMaterial(int index, CMap *cmap);
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void loadBinary(Common::SeekableReadStream *data);
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void loadText(TextSplitter *ts);
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Common::String _fname;
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ObjectPtr<CMap> _cmap;
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Model *_parent;
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int _numMaterials;
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char (*_materialNames)[32];
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Material **_materials;
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bool *_materialsShared;
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Math::Vector3d _insertOffset;
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int _numGeosets;
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Geoset *_geosets;
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float _radius;
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int _numHierNodes;
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ModelNode *_rootHierNode;
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Math::Vector3d _bboxPos;
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Math::Vector3d _bboxSize;
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};
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class MeshFace {
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public:
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MeshFace();
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~MeshFace();
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void stealData(MeshFace &other);
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int loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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int loadText(TextSplitter *ts, Material *materials[], int offset);
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void draw(const Mesh *mesh) const;
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void changeMaterial(Material *material);
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bool hasTexture() const { return _texVertices != nullptr; }
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const Math::Vector3d &getNormal() const { return _normal; }
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void setNormal(const Math::Vector3d &normal) { _normal = normal; }
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const Material *getMaterial() const { return _material; }
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int getNumVertices() const { return _numVertices; }
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int getVertex(int i) const { return _vertices[i]; }
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int getTextureVertex(int i) const { return _texVertices[i]; }
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int getLight() const { return _light; }
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private:
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Material *_material;
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int _type, _geo, _light, _tex;
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float _extraLight;
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int _numVertices;
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int *_vertices, *_texVertices;
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Math::Vector3d _normal;
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public:
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void *_userData;
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};
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class Mesh {
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public:
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void loadBinary(Common::SeekableReadStream *data, Material *materials[]);
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void loadText(TextSplitter *ts, Material *materials[]);
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void changeMaterials(Material *materials[]);
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void draw() const;
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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void update();
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Mesh();
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~Mesh();
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char _name[32];
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float _radius;
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int _shadow, _geometryMode, _lightingMode, _textureMode;
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int _numVertices;
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int *_materialid;
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float *_vertices; // sets of 3
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float *_verticesI;
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float *_vertNormals; // sets of 3
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int _numTextureVerts;
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float *_textureVerts; // sets of 2
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int _numFaces;
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MeshFace *_faces;
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Math::Matrix4 _matrix;
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void *_userData;
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private:
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void sortFaces();
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};
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class ModelNode {
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public:
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ModelNode();
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~ModelNode();
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void loadBinary(Common::SeekableReadStream *data, ModelNode *hierNodes, const Model::Geoset *g);
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void draw() const;
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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void addChild(ModelNode *child);
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void removeChild(ModelNode *child);
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void setMatrix(const Math::Matrix4 &matrix);
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void update();
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void addSprite(Sprite *sprite);
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void removeSprite(const Sprite *sprite);
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void translateViewpoint() const;
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void translateViewpointBack() const;
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char _name[64];
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Mesh *_mesh;
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/**
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* A value of 0x100 (256) specifies that when animating this node, keyframes should not be
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* interpolated (lerped), but instead the transition from source to target is to occur
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* discretely.
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*/
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int _flags;
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/**
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* Each KeyFrameAnim has a type identifier. This type field is a bitmask which is ANDed againts
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* the type in the KeyFrameAnim to control which KeyFrameAnims animate on which nodes of the character.
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* This enables selectively controlling the animations to act only on certain bones.
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*/
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int _type;
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int _depth, _numChildren;
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ModelNode *_parent, *_child, *_sibling;
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// Specifies the bind pose for this node. This data is read from the model file and never altered
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// (could be const).
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Math::Vector3d _pos, _pivot;
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Math::Quaternion _rot;
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// Specifies the animated pose for this node.
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Math::Vector3d _animPos;
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Math::Quaternion _animRot;
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bool _meshVisible, _hierVisible;
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bool _initialized;
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bool _needsUpdate;
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Math::Matrix4 _matrix;
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Math::Matrix4 _localMatrix;
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Math::Matrix4 _pivotMatrix;
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Sprite *_sprite;
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};
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} // end of namespace Grim
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#endif
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