Initial commit
This commit is contained in:
185
engines/hpl1/engine/scene/SubMeshEntity.h
Normal file
185
engines/hpl1/engine/scene/SubMeshEntity.h
Normal file
@@ -0,0 +1,185 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* Copyright (C) 2006-2010 - Frictional Games
|
||||
*
|
||||
* This file is part of HPL1 Engine.
|
||||
*/
|
||||
|
||||
#ifndef HPL_SUB_MESH_ENTITY_H
|
||||
#define HPL_SUB_MESH_ENTITY_H
|
||||
|
||||
#include "common/array.h"
|
||||
#include "hpl1/engine/graphics/GraphicsTypes.h"
|
||||
#include "hpl1/engine/graphics/Renderable.h"
|
||||
#include "hpl1/engine/math/MathTypes.h"
|
||||
#include "hpl1/engine/math/MeshTypes.h"
|
||||
#include "hpl1/engine/scene/Entity3D.h"
|
||||
#include "hpl1/engine/scene/SectorVisibility.h"
|
||||
#include "hpl1/engine/system/SystemTypes.h"
|
||||
#include "common/stablemap.h"
|
||||
#include "common/multimap.h"
|
||||
|
||||
namespace hpl {
|
||||
|
||||
class cMaterialManager;
|
||||
class cMeshManager;
|
||||
class cMesh;
|
||||
class cSubMesh;
|
||||
class cMeshEntity;
|
||||
class cAnimationState;
|
||||
class cNodeState;
|
||||
class cBone;
|
||||
class cNode3D;
|
||||
class iPhysicsBody;
|
||||
class iMaterial;
|
||||
class cBoneState;
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
typedef Common::Array<cAnimationState *> tAnimationStateVec;
|
||||
typedef tAnimationStateVec::iterator tAnimationStateVecIt;
|
||||
|
||||
typedef Common::StableMap<tString, int> tAnimationStateIndexMap;
|
||||
typedef tAnimationStateIndexMap::iterator tAnimationStateIndexMapIt;
|
||||
|
||||
typedef Common::Array<cBoneState *> tNodeStateVec;
|
||||
typedef tNodeStateVec::iterator tNodeStateVecIt;
|
||||
|
||||
typedef Common::StableMap<tString, int> tNodeStateIndexMap;
|
||||
typedef tNodeStateIndexMap::iterator tNodeStateIndexMapIt;
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
class cSubMeshEntityBodyUpdate : public iEntityCallback {
|
||||
public:
|
||||
void OnTransformUpdate(iEntity3D *apEntity);
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
kSaveData_ChildClass(iRenderable, cSubMeshEntity) {
|
||||
kSaveData_ClassInit(cSubMeshEntity) public : tString msMaterial;
|
||||
|
||||
bool mbCastShadows;
|
||||
|
||||
int mlBodyId;
|
||||
|
||||
bool mbUpdateBody;
|
||||
|
||||
iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame) { return NULL; }
|
||||
int GetSaveCreatePrio() { return 0; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
class cSubMeshEntity : public iRenderable {
|
||||
typedef iRenderable super;
|
||||
friend class cMeshEntity;
|
||||
|
||||
public:
|
||||
cSubMeshEntity(const tString &asName, cMeshEntity *apMeshEntity, cSubMesh *apSubMesh, cMaterialManager *apMaterialManager);
|
||||
virtual ~cSubMeshEntity();
|
||||
|
||||
iMaterial *GetMaterial();
|
||||
|
||||
void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList);
|
||||
|
||||
iVertexBuffer *GetVertexBuffer();
|
||||
|
||||
void SetCastsShadows(bool abX) { mbCastShadows = abX; }
|
||||
bool IsShadowCaster() { return mbCastShadows; }
|
||||
|
||||
cBoundingVolume *GetBoundingVolume();
|
||||
|
||||
cMatrixf *GetModelMatrix(cCamera3D *apCamera);
|
||||
|
||||
int GetMatrixUpdateCount();
|
||||
|
||||
eRenderableType GetRenderType() { return eRenderableType_Normal; }
|
||||
|
||||
cSubMesh *GetSubMesh() const { return mpSubMesh; }
|
||||
|
||||
void SetLocalNode(cNode3D *apNode);
|
||||
cNode3D *GetLocalNode();
|
||||
|
||||
tRenderContainerDataList *GetRenderContainerDataList();
|
||||
|
||||
// Entity implementation
|
||||
tString GetEntityType() { return "SubMesh"; }
|
||||
bool IsVisible() { return IsRendered(); }
|
||||
void SetVisible(bool abVisible) { SetRendered(abVisible); }
|
||||
|
||||
void UpdateLogic(float afTimeStep);
|
||||
|
||||
cTriangleData &GetTriangle(int alIndex);
|
||||
int GetTriangleNum();
|
||||
tTriangleDataVec *GetTriangleVecPtr();
|
||||
|
||||
iPhysicsBody *GetBody() { return mpBody; }
|
||||
void SetBody(iPhysicsBody *apBody) { mpBody = apBody; }
|
||||
|
||||
void SetUpdateBody(bool abX);
|
||||
bool GetUpdateBody();
|
||||
|
||||
void SetCustomMaterial(iMaterial *apMaterial, bool abDestroyOldCustom = true);
|
||||
iMaterial *GetCustomMaterial() { return mpMaterial; }
|
||||
|
||||
cSector *GetCurrentSector() const;
|
||||
|
||||
// SaveObject implementation
|
||||
virtual iSaveData *CreateSaveData();
|
||||
virtual void SaveToSaveData(iSaveData *apSaveData);
|
||||
virtual void LoadFromSaveData(iSaveData *apSaveData);
|
||||
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
|
||||
|
||||
private:
|
||||
bool mbCastShadows;
|
||||
cSubMesh *mpSubMesh;
|
||||
cMeshEntity *mpMeshEntity;
|
||||
|
||||
iMaterial *mpMaterial;
|
||||
|
||||
cNode3D *mpLocalNode;
|
||||
|
||||
cMaterialManager *mpMaterialManager;
|
||||
|
||||
iVertexBuffer *mpDynVtxBuffer;
|
||||
tTriangleDataVec mvDynTriangles;
|
||||
|
||||
cSubMeshEntityBodyUpdate *mpEntityCallback;
|
||||
bool mbUpdateBody;
|
||||
|
||||
bool mbGraphicsUpdated;
|
||||
|
||||
iPhysicsBody *mpBody;
|
||||
};
|
||||
|
||||
typedef Common::Array<cSubMeshEntity *> tSubMeshEntityVec;
|
||||
typedef Common::Array<cSubMeshEntity *>::iterator tSubMeshEntityVecIt;
|
||||
|
||||
typedef Common::MultiMap<tString, cSubMeshEntity *> tSubMeshEntityMap;
|
||||
typedef tSubMeshEntityMap::iterator tSubMeshEntityMapIt;
|
||||
|
||||
} // namespace hpl
|
||||
|
||||
#endif // HPL_SUB_MESH_ENTITY_H
|
||||
Reference in New Issue
Block a user