scummvm/model.h
Vincent Hamm f615a07c35 Implemented the basic matrix system in the models.
Now we can know the position of each node/polygon/point of the animated model before it's even drawn on screen.
We can also know the position of the points on screen (and the depth of those points).
The dirty box of the models is now computed (in a debug fashion).
Somehow, models head are still bugged but it's probably due to the fact that they are not animated (and not initialised).

The debug display is left activated to let Endy see the results and implement a better zbuffer refresh system
2003-08-28 01:55:48 +00:00

127 lines
3.3 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef MODEL_H
#define MODEL_H
#include "vector3d.h"
#include "matrix4.h"
#include "resource.h"
#include <cstring>
class Colormap;
class Material;
class TextSplitter;
class Model : public Resource {
public:
// Construct a 3D model from the given data.
Model(const char *filename, const char *data, int len, const Colormap &cmap);
void loadBinary(const char *data, const Colormap &cmap);
void loadText(TextSplitter &ts, const Colormap &cmap);
void draw() const;
~Model();
struct Geoset;
struct Mesh;
struct HierNode {
void loadBinary(const char *&data, HierNode *hierNodes, const Geoset &g);
void draw() const;
void addChild(HierNode *child);
void removeChild(HierNode *child);
void setMatrix(Matrix4 matrix);
void update();
char name_[64];
Mesh *mesh_;
int flags_, type_;
int depth_, numChildren_;
HierNode *parent_, *child_, *sibling_;
Vector3d pos_, pivot_;
float pitch_, yaw_, roll_;
Vector3d animPos_;
float animPitch_, animYaw_, animRoll_;
bool meshVisible_, hierVisible_;
int priority_, totalWeight_;
Matrix4 matrix_;
Matrix4 localMatrix_;
Matrix4 pivotMatrix;
};
HierNode *copyHierarchy();
int numNodes() const { return numHierNodes_; }
private:
struct Face {
void loadBinary(const char *&data, ResPtr<Material> *materials);
void draw(float *vertices, float *vertNormals, float *textureVerts) const;
~Face();
Material *material_;
int type_, geo_, light_, tex_;
float extraLight_;
int numVertices_;
int *vertices_, *texVertices_;
Vector3d normal_;
};
struct Mesh {
void loadBinary(const char *&data, ResPtr<Material> *materials);
void loadText(TextSplitter &ts, ResPtr<Material> *materials);
void draw() const;
~Mesh();
char name_[32];
float radius_;
int shadow_, geometryMode_, lightingMode_, textureMode_;
int numVertices_;
float *vertices_; // sets of 3
float *verticesI_;
float *vertNormals_; // sets of 3
int numTextureVerts_;
float *textureVerts_; // sets of 2
int numFaces_;
Face *faces_;
Matrix4 matrix_;
};
struct Geoset {
void loadBinary(const char *&data, ResPtr<Material> *materials);
void loadText(TextSplitter &ts, ResPtr<Material> *materials);
~Geoset();
int numMeshes_;
Mesh *meshes_;
};
int numMaterials_;
ResPtr<Material> *materials_;
Vector3d insertOffset_;
int numGeosets_;
Geoset *geosets_;
float radius_;
int numHierNodes_;
HierNode *rootHierNode_;
};
#endif