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engines/wintermute/base/gfx/xmesh.h
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engines/wintermute/base/gfx/xmesh.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_XMESH_H
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#define WINTERMUTE_XMESH_H
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#include "engines/wintermute/base/base_named_object.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 BaseSprite;
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class FrameNode;
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class Material;
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class ShadowVolume;
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class VideoTheoraPlayer;
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class SkinMeshHelper;
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class DXMesh;
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class Effect3D;
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class Effect3DParams;
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struct XMeshObject;
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class XMesh : public BaseNamedObject {
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friend class XSkinMeshLoader;
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public:
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XMesh(BaseGame *inGame);
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virtual ~XMesh();
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virtual bool loadFromXData(const char *filename, XFileData *xobj);
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bool findBones(FrameNode *rootFrame);
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virtual bool update(FrameNode *parentFrame);
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virtual bool render(XModel *model) = 0;
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virtual bool renderFlatShadowModel(uint32 shadowColor) = 0;
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bool updateShadowVol(ShadowVolume *shadow, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth);
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bool pickPoly(DXVector3 *pickRayOrig, DXVector3 *pickRayDir);
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DXVector3 _BBoxStart;
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DXVector3 _BBoxEnd;
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bool setMaterialSprite(const char *matName, BaseSprite *sprite);
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bool setMaterialTheora(const char *matName, VideoTheoraPlayer *theora);
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bool setMaterialEffect(const 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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bool generateMesh();
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SkinMeshHelper *_skinMesh;
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DXMesh *_blendedMesh;
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DXMesh *_staticMesh;
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DXMatrix **_boneMatrices;
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uint32 *_adjacency;
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BaseArray<Material *> _materials;
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};
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} // namespace Wintermute
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#endif
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