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engines/stark/visual/actor.h
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88
engines/stark/visual/actor.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 STARK_VISUAL_ACTOR_H
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#define STARK_VISUAL_ACTOR_H
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#include "engines/stark/visual/visual.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "math/matrix4.h"
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#include "math/ray.h"
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#include "math/vector3d.h"
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namespace Stark {
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namespace Gfx {
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class Texture;
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class TextureSet;
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struct LightEntry;
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}
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class Model;
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struct Face;
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struct Material;
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class SkeletonAnim;
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class AnimHandler;
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class VisualActor : public Visual {
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public:
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static const VisualType TYPE = Visual::kActor;
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VisualActor();
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~VisualActor() override;
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void setModel(Model *model);
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void setTexture(Gfx::TextureSet *texture);
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void setTextureFacial(Gfx::TextureSet *textureFacial);
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void setNewFace(char shape);
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void setAnimHandler(AnimHandler *animHandler);
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void setTime(uint32 time);
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void setCastShadow(bool cast) { _castsShadow = cast; }
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bool intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction);
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Common::Rect getBoundingRect(const Math::Vector3d &position3d, float direction) const;
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virtual void render(const Math::Vector3d &position, float direction, const Common::Array<Gfx::LightEntry *> &lights) = 0;
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protected:
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AnimHandler *_animHandler;
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Model *_model;
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Gfx::TextureSet *_textureSet;
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Gfx::TextureSet *_textureSetFacial;
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char _faceTextureName;
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uint32 _time;
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bool _modelIsDirty;
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bool _castsShadow;
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Math::Matrix4 getModelMatrix(const Math::Vector3d &position, float direction) const;
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const Gfx::Texture *resolveTexture(const Material *material) const;
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};
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} // End of namespace Stark
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#endif // STARK_VISUAL_ACTOR_H
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