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engines/hpl1/engine/graphics/Mesh.h
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354
engines/hpl1/engine/graphics/Mesh.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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_MESH_H
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#define HPL_MESH_H
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/resources/ResourceBase.h"
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#include "hpl1/engine/system/SystemTypes.h"
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#include "hpl1/engine/physics/CollideShape.h"
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#include "hpl1/engine/physics/PhysicsJoint.h"
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#include "common/array.h"
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#include "hpl1/engine/scene/Light3D.h"
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#include "common/stablemap.h"
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#include "common/multimap.h"
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namespace hpl {
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class cMaterialManager;
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class cAnimationManager;
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class cSubMesh;
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class cMeshEntity;
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class cSkeleton;
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class cAnimation;
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class cNode3D;
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class iCollideShape;
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class iPhysicsWorld;
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class iPhysicsBody;
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class iPhysicsJoint;
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class cBillboard;
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class cBeam;
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class cParticleSystem3D;
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class cSoundEntity;
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class cWorld3D;
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//--------------------------------------------------
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typedef Common::Array<cAnimation *> tAnimationVec;
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typedef tAnimationVec::iterator tAnimationVecIt;
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typedef Common::StableMap<tString, int> tAnimationIndexMap;
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typedef tAnimationIndexMap::iterator tAnimationIndexMapIt;
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typedef Common::Array<cSubMesh *> tSubMeshVec;
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typedef Common::Array<cSubMesh *>::iterator tSubMeshVecIt;
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typedef Common::MultiMap<tString, cSubMesh *> tSubMeshMap;
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typedef tSubMeshMap::iterator tSubMeshMapIt;
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typedef Common::Array<cNode3D *> tNode3DVec;
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typedef tNode3DVec::iterator tNode3DVecIt;
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//--------------------------------------------------
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class cMeshCollider {
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public:
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tString msGroup;
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eCollideShapeType mType;
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cVector3f mvSize;
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cMatrixf m_mtxOffset;
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};
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typedef Common::Array<cMeshCollider *> tMeshColliderVec;
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typedef tMeshColliderVec::iterator tMeshColliderVecIt;
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//--------------------------------------------------
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class cMeshJoint {
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public:
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ePhysicsJointType mType;
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tString msName;
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bool mbCollide;
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cVector3f mvPivot;
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cVector3f mvPinDir;
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float mfMax;
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float mfMin;
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tString msChildBody;
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tString msParentBody;
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};
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typedef Common::Array<cMeshJoint *> tMeshJointVec;
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typedef tMeshJointVec::iterator tMeshJointVecIt;
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//--------------------------------------------------
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class cMeshLight {
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public:
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tString msParent;
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tString msFile;
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tString msName;
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eLight3DType mType;
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cMatrixf m_mtxTransform;
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cColor mColor;
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float mfRadius;
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float mfFOV;
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bool mbCastShadows;
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};
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typedef Common::Array<cMeshLight *> tMeshLightVec;
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typedef tMeshLightVec::iterator tMeshLightVecIt;
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//--------------------------------------------------
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class cMeshBeam {
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public:
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tString msFile;
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tString msName;
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tString msStartParent;
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cVector3f mvStartPosition;
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tString msEndParent;
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cVector3f mvEndPosition;
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};
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typedef Common::Array<cMeshBeam *> tMeshBeamVec;
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typedef tMeshBeamVec::iterator tMeshBeamVecIt;
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//--------------------------------------------------
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class cMeshBillboard {
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public:
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tString msParent;
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tString msFile;
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tString msName;
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cVector2f mvSize;
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cVector3f mvPosition;
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cVector3f mvAxis;
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float mfOffset;
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};
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typedef Common::Array<cMeshBillboard *> tMeshBillboardVec;
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typedef tMeshBillboardVec::iterator tMeshBillboardVecIt;
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//--------------------------------------------------
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class cMeshParticleSystem {
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public:
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tString msParent;
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tString msType;
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tString msName;
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cMatrixf m_mtxTransform;
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cVector3f mvSize;
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};
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typedef Common::Array<cMeshParticleSystem *> tMeshParticleSystemVec;
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typedef tMeshParticleSystemVec::iterator tMeshParticleSystemVecIt;
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//--------------------------------------------------
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class cMeshSoundEntity {
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public:
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tString msParent;
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tString msType;
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tString msName;
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cVector3f mvPosition;
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};
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typedef Common::Array<cMeshSoundEntity *> tMeshSoundEntityVec;
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typedef tMeshSoundEntityVec::iterator tMeshSoundEntityVecIt;
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//--------------------------------------------------
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class cMeshReference {
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public:
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tString msParent;
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tString msName;
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tString msFile;
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cMatrixf m_mtxTransform;
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};
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typedef Common::Array<cMeshReference *> tMeshReferenceVec;
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typedef tMeshReferenceVec::iterator tMeshReferenceVecIt;
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//--------------------------------------------------
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class cMesh : public iResourceBase {
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friend class cSubMesh;
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friend class cMeshEntity;
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public:
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cMesh(const tString asName, cMaterialManager *apMaterialManager,
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cAnimationManager *apAnimationManager);
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~cMesh();
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bool CreateFromFile(const tString asFile);
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cSubMesh *CreateSubMesh(const tString &asName);
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cSubMesh *GetSubMesh(unsigned int alIdx);
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cSubMesh *GetSubMeshName(const tString &asName);
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int GetSubMeshNum();
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void SetSkeleton(cSkeleton *apSkeleton);
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cSkeleton *GetSkeleton();
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void AddAnimation(cAnimation *apAnimation);
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cAnimation *GetAnimation(int alIndex);
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cAnimation *GetAnimationFromName(const tString &asName);
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int GetAnimationIndex(const tString &asName);
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void ClearAnimations(bool abDeleteAll);
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int GetAnimationNum();
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void SetupBones();
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// Joints
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cMeshJoint *CreatePhysicsJoint(ePhysicsJointType);
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cMeshJoint *GetPhysicsJoint(int alIdx);
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int GetPhysicsJointNum();
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iPhysicsJoint *CreateJointInWorld(const tString &sNamePrefix, cMeshJoint *apMeshJoint,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody,
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const cMatrixf &a_mtxOffset, iPhysicsWorld *apWorld);
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void CreateNodeBodies(iPhysicsBody **apRootBodyPtr, Common::Array<iPhysicsBody *> *apSubBodyVec,
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cMeshEntity *apEntity, iPhysicsWorld *apWorld,
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const cMatrixf &a_mtxTransform);
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void CreateJointsAndBodies(Common::Array<iPhysicsBody *> *apBodyVec, cMeshEntity *apEntity,
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Common::Array<iPhysicsJoint *> *apJointVec,
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const cMatrixf &a_mtxOffset, iPhysicsWorld *apWorld);
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bool HasSeveralBodies();
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// Colliders
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cMeshCollider *CreateCollider(eCollideShapeType aType);
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cMeshCollider *GetCollider(int alIdx);
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int GetColliderNum();
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iCollideShape *CreateCollideShape(iPhysicsWorld *apWorld);
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iCollideShape *CreateCollideShapeFromCollider(cMeshCollider *pCollider, iPhysicsWorld *apWorld);
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// Lights
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cMeshLight *CreateLight(eLight3DType aType);
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cMeshLight *GetLight(int alIdx);
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int GetLightNum();
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iLight3D *CreateLightInWorld(const tString &sNamePrefix, cMeshLight *apMeshLight,
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cMeshEntity *apMeshEntity, cWorld3D *apWorld);
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// Billboards
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cMeshBillboard *CreateBillboard();
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cMeshBillboard *GetBillboard(int alIdx);
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int GetBillboardNum();
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cBillboard *CreateBillboardInWorld(const tString &sNamePrefix, cMeshBillboard *apMeshBillboard,
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cMeshEntity *apMeshEntity, cWorld3D *apWorld);
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// Beams
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cMeshBeam *CreateBeam();
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cMeshBeam *GetBeam(int alIdx);
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int GetBeamNum();
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cBeam *CreateBeamInWorld(const tString &sNamePrefix, cMeshBeam *apMeshBeam,
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cMeshEntity *apMeshEntity, cWorld3D *apWorld);
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// Particle systems
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cMeshParticleSystem *CreateParticleSystem();
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cMeshParticleSystem *GetParticleSystem(int alIdx);
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int GetParticleSystemNum();
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cParticleSystem3D *CreateParticleSystemInWorld(const tString &sNamePrefix, cMeshParticleSystem *apMeshPS,
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cMeshEntity *apMeshEntity, cWorld3D *apWorld);
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// References
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cMeshReference *CreateReference();
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cMeshReference *GetReference(int alIdx);
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int GetReferenceNum();
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iEntity3D *CreateReferenceInWorld(const tString &sNamePrefix, cMeshReference *apMeshRef,
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cMeshEntity *apMeshEntity, cWorld3D *apWorld,
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const cMatrixf &a_mtxOffset);
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// Sound entities
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cMeshSoundEntity *CreateSoundEntity();
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cMeshSoundEntity *GetSoundEntity(int alIdx);
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int GetSoundEntityNum();
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cSoundEntity *CreateSoundEntityInWorld(const tString &sNamePrefix, cMeshSoundEntity *apMeshSound,
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cMeshEntity *apMeshEntity, cWorld3D *apWorld);
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// Node
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cNode3D *GetRootNode();
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void AddNode(cNode3D *apNode);
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int GetNodeNum();
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cNode3D *GetNode(int alIdx);
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// Resources implementation
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bool reload() { return false; }
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void unload() {}
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void destroy() {}
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private:
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cMaterialManager *mpMaterialManager;
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cAnimationManager *mpAnimationManager;
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tSubMeshVec mvSubMeshes;
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tSubMeshMap m_mapSubMeshes;
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cSkeleton *mpSkeleton;
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tAnimationVec mvAnimations;
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tAnimationIndexMap m_mapAnimIndices;
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cNode3D *mpRootNode;
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tNode3DVec mvNodes;
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tMeshJointVec mvPhysicJoints;
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tMeshColliderVec mvColliders;
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tMeshLightVec mvLights;
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tMeshBillboardVec mvBillboards;
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tMeshBeamVec mvBeams;
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tMeshParticleSystemVec mvParticleSystems;
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tMeshSoundEntityVec mvSoundEntities;
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tMeshReferenceVec mvReferences;
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};
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} // namespace hpl
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#endif // HPL_MESH_H
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