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engines/tetraedge/te/te_mesh.h
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149
engines/tetraedge/te/te_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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#ifndef TETRAEDGE_TE_TE_MESH_H
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#define TETRAEDGE_TE_TE_MESH_H
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#include "common/array.h"
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#include "common/ptr.h"
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#include "tetraedge/te/te_3d_object2.h"
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#include "tetraedge/te/te_3d_texture.h"
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#include "tetraedge/te/te_color.h"
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#include "tetraedge/te/te_intrusive_ptr.h"
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#include "tetraedge/te/te_vector2f32.h"
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#include "tetraedge/te/te_vector3f32.h"
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#include "tetraedge/te/te_matrix4x4.h"
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#include "tetraedge/te/te_material.h"
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#include "tetraedge/te/te_model_vertex_animation.h"
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namespace Tetraedge {
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class TeModel;
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class TeModelVertexAnimation;
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class TeMesh : public Te3DObject2 {
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public:
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TeMesh();
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virtual ~TeMesh() {};
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enum Mode {
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MeshMode_None = 0,
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MeshMode_Points,
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MeshMode_Lines,
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MeshMode_LineLoop,
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MeshMode_LineStrip,
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MeshMode_Triangles,
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MeshMode_TriangleStrip,
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MeshMode_TriangleFan
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};
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void attachMaterial(uint idx, const TeMaterial &material);
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void boundingBox(TeVector3f32 &boxmin, TeVector3f32 boxmax);
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void checkArrays() {};
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void clearColors() { _colors.clear(); }
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TeColor color(uint idx) const { return _colors[idx]; }
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void copy(const TeMesh &other);
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void create();
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void defaultMaterial(const TeIntrusivePtr<Te3DTexture> &texture);
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void destroy();
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void facesPerMaterial(uint idx, unsigned short value);
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unsigned short facesPerMaterial(uint idx) const { return _faceCounts[idx]; }
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void forceMatrix(const TeMatrix4x4 &matrix);
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byte getFaceMaterial(uint idx);
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virtual uint32 getTexEnvMode() const = 0;
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virtual TeMesh::Mode getMode() const = 0;
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virtual void setMode(enum Mode mode) = 0;
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bool hasAlpha(uint idx);
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bool hasColor() const { return !_colors.empty(); }
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bool hasUvs() const { return !_uvs.empty(); }
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unsigned short index(uint num) const { return _indexes[num]; }
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TeMaterial *material(uint idx);
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const TeMaterial *material(uint idx) const;
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void materialIndex(uint idx, byte val);
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byte materialIndex(uint idx) const { return _materialIndexes[idx]; }
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void matrixIndex(uint num, unsigned short val);
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unsigned short matrixIndex(uint num) const { return _matricies[num]; }
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TeVector3f32 normal(uint idx) const;
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void optimizeVerticies();
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void resizeUpdatedTables(uint newSize);
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void setColor(const TeColor &col) override;
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void setColor(uint idx, const TeColor &col);
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void setConf(uint vertexCount, uint indexCount, enum Mode mode, uint materialCount, uint materialIndexCount);
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void setIndex(uint idx, uint val);
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void setNormal(uint idx, const TeVector3f32 &val);
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void setTextureUV(uint idx, const TeVector2f32 &val);
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void setVertex(uint idx, const TeVector3f32 &val);
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void sortFaces();
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void update(const Common::Array<TeMatrix4x4> *matricies1, const Common::Array<TeMatrix4x4> *matricies2);
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void update(TeIntrusivePtr<TeModelVertexAnimation> vertexanim);
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void updateTo(const Common::Array<TeMatrix4x4> *matricies1, const Common::Array<TeMatrix4x4> *matricies2,
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Common::Array<TeVector3f32> &verts, Common::Array<TeVector3f32> &normals);
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TeVector2f32 textureUV(uint idx) const { return _uvs[idx]; }
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TeVector3f32 vertex(uint idx) const;
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uint numIndexes() const { return _indexes.size(); }
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uint numVerticies() const { return _verticies.size(); }
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bool shouldDrawMaybe() const { return _shouldDraw; }
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void setShouldDraw(bool val) { _shouldDraw = val; }
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virtual void setglTexEnvBlend() = 0;
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void setHasAlpha(bool val) { _hasAlpha = val; }
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Common::Array<TeMaterial> &materials() { return _materials; }
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void setUpdatedVertex(uint idx, const TeVector3f32 &val) { _updatedVerticies[idx] = val; }
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void setUpdatedNormal(uint idx, const TeVector3f32 &val) { _updatedNormals[idx] = val; }
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const TeVector3f32 &preUpdatedVertex(uint idx) const { return _verticies[idx]; }
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const TeVector3f32 &preUpdatedNormal(uint idx) const { return _normals[idx]; }
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static TeMesh *makeInstance();
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protected:
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Common::Array<unsigned char> _materialIndexes;
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Common::Array<TeVector3f32> _verticies;
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Common::Array<TeVector3f32> _normals;
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Common::Array<TeVector3f32> _updatedVerticies;
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Common::Array<TeVector3f32> _updatedNormals;
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Common::Array<TeVector2f32> _uvs;
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Common::Array<unsigned short> _indexes;
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Common::Array<unsigned short> _faceCounts;
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Common::Array<unsigned short> _matricies;
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Common::Array<TeColor> _colors;
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Common::Array<TeMaterial> _materials;
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bool _matrixForced;
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TeMatrix4x4 _forcedMatrix;
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bool _hasAlpha;
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uint _initialMaterialIndexCount;
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bool _drawWires;
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bool _shouldDraw;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_TE_TE_MESH_H
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