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engines/wintermute/base/gfx/xframe_node.h
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engines/wintermute/base/gfx/xframe_node.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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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_XFRAME_NODE_H
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#define WINTERMUTE_XFRAME_NODE_H
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#include "engines/wintermute/base/base_named_object.h"
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#include "engines/wintermute/base/gfx/xmesh.h"
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#include "engines/wintermute/base/gfx/xmodel.h"
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#include "engines/wintermute/coll_templ.h"
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namespace Wintermute {
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class XModel;
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class XFileData;
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class BaseSprite;
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class Effect3D;
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class Effect3DParams;
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class FrameNode : public BaseNamedObject {
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public:
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FrameNode(BaseGame *inGame);
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virtual ~FrameNode();
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bool updateMatrices(DXMatrix *parentMat);
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bool updateMeshes();
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bool resetMatrices();
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bool render(XModel *model);
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bool renderFlatShadowModel(uint32 shadowColor);
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bool updateShadowVol(ShadowVolume *shadow, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth);
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bool loadFromXData(const char *filename, XModel *model, XFileData *xobj);
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bool mergeFromXData(const char *filename, XModel *model, XFileData *xobj);
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bool findBones(FrameNode *rootFrame);
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FrameNode *findFrame(const char *frameName);
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DXMatrix *getCombinedMatrix();
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DXMatrix *getOriginalMatrix();
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void setTransformationMatrix(DXMatrix *mat);
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bool pickPoly(DXVector3 *pickRayOrig, DXVector3 *pickRayDir);
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bool getBoundingBox(DXVector3 *boxStart, DXVector3 *boxEnd);
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void setTransformation(int slot, DXVector3 pos, DXVector3 scale, DXQuaternion rot, float lerpValue);
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bool hasChildren();
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bool setMaterialSprite(char *matName, BaseSprite *sprite);
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bool setMaterialTheora(char *matName, VideoTheoraPlayer *theora);
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bool setMaterialEffect(char *matName, Effect3D *effect, Effect3DParams *params);
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bool removeMaterialEffect(const char *matName);
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bool invalidateDeviceObjects();
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bool restoreDeviceObjects();
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protected:
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BaseArray<FrameNode *> _frames;
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BaseArray<XMesh *> _meshes;
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DXMatrix _transformationMatrix;
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DXMatrix _originalMatrix;
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DXMatrix _combinedMatrix;
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DXVector3 _transPos[2];
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DXVector3 _transScale[2];
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DXQuaternion _transRot[2];
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bool _transUsed[2];
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float _lerpValue[2];
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};
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} // namespace Wintermute
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#endif
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