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engines/grim/emi/modelemi.h
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148
engines/grim/emi/modelemi.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRIM_MODELEMI_H
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#define GRIM_MODELEMI_H
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#include "engines/grim/object.h"
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#include "engines/grim/actor.h"
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#include "math/matrix4.h"
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#include "math/vector2d.h"
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#include "math/vector3d.h"
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#include "math/vector4d.h"
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#include "math/aabb.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 Material;
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struct EMIColormap {
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unsigned char r, g, b, a;
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};
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// Todo: port this to math::vector
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struct Vector3int;
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class EMICostume;
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class EMIModel;
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struct BoneInfo;
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struct Bone;
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class Skeleton;
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class EMIMeshFace {
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public:
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Vector3int *_indexes;
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uint32 _indicesEBO;
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uint32 _faceLength;
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uint32 _numFaces;
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uint32 _hasTexture;
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uint32 _texID;
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uint32 _flags;
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EMIModel *_parent;
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enum MeshFaceFlags {
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kNoLighting = 0x20, // guessed, but distinctive for screen actors
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kAlphaBlend = 0x10000,
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kUnknownBlend = 0x40000 // used only in intro screen actors
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};
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EMIMeshFace() : _faceLength(0), _numFaces(0), _hasTexture(0), _texID(0), _flags(0), _indexes(NULL), _parent(NULL), _indicesEBO(0) { }
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~EMIMeshFace();
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void loadFace(Common::SeekableReadStream *data);
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void setParent(EMIModel *m) { _parent = m; }
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void render();
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};
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/* TODO: Remember to credit JohnDoe for his EMIMeshViewer, as most of the Skeletal
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* math, and understandings comes from his Delphi-code.
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*/
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class EMIModel : public Object {
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public:
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enum TextureFlags {
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BlendAdditive = 0x400
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// There are more flags, but their purpose is currently unknown.
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};
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Common::String _meshName;
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Actor::AlphaMode _meshAlphaMode;
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float _meshAlpha;
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int _numVertices;
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Math::Vector3d *_vertices;
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Math::Vector3d *_drawVertices;
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Math::Vector3d *_normals;
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Math::Vector3d *_drawNormals;
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Math::Vector3d *_lighting;
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EMIColormap *_colorMap;
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Math::Vector2d *_texVerts;
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uint32 _numFaces;
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EMIMeshFace *_faces;
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uint32 _numTextures;
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Common::String *_texNames;
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uint32 *_texFlags;
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Material **_mats;
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Skeleton *_skeleton;
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int _numBones;
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// Bone-stuff:
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int _numBoneInfos;
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BoneInfo *_boneInfos;
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Common::String *_boneNames;
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int *_vertexBoneInfo;
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// Stuff we dont know how to use:
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float _radius;
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Math::Vector3d *_center;
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Math::Vector3d *_boxData;
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Math::Vector3d *_boxData2;
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int _numTexSets;
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int _setType;
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Common::String _fname;
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EMICostume *_costume;
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void *_userData;
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bool _lightingDirty;
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public:
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EMIModel(const Common::String &filename, Common::SeekableReadStream *data, EMICostume *costume);
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~EMIModel();
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void setTex(uint32 index);
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void setSkeleton(Skeleton *skel);
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void loadMesh(Common::SeekableReadStream *data);
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void prepareForRender();
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void prepareTextures();
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void draw();
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void updateLighting(const Math::Matrix4 &modelToWorld);
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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Math::AABB calculateWorldBounds(const Math::Matrix4 &matrix) const;
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};
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} // end of namespace Grim
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#endif
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