/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/graphics/Renderable.h" #include "hpl1/engine/graphics/RenderList.h" #include "hpl1/engine/math/Frustum.h" #include "hpl1/engine/math/Math.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iRenderable::iRenderable(const tString &asName) : iEntity3D(asName) { mbRendered = true; mlLastMatrixCount = -1; mbStatic = false; mlRenderCount = -1; mlPrevRenderCount = -1; mlCalcScaleMatrixCount = -1; mvCalcScale = cVector3f(1, 1, 1); mbForceShadow = false; mbIsOneSided = false; mvOneSidedNormal = 0; } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cMatrixf *iRenderable::GetInvModelMatrix() { cMatrixf *pModelMatrix = GetModelMatrix(NULL); if (pModelMatrix == NULL) return NULL; if (mlLastMatrixCount != GetMatrixUpdateCount()) { mlLastMatrixCount = GetMatrixUpdateCount(); m_mtxInvModel = cMath::MatrixInverse(*pModelMatrix); } return &m_mtxInvModel; } //----------------------------------------------------------------------- const cVector3f &iRenderable::GetCalcScale() { cMatrixf *pModelMatrix = GetModelMatrix(NULL); if (pModelMatrix != NULL && mlCalcScaleMatrixCount != GetMatrixUpdateCount()) { mlCalcScaleMatrixCount = GetMatrixUpdateCount(); mvCalcScale.x = pModelMatrix->GetRight().Length(); mvCalcScale.y = pModelMatrix->GetUp().Length(); mvCalcScale.z = pModelMatrix->GetForward().Length(); } return mvCalcScale; } //----------------------------------------------------------------------- bool iRenderable::CollidesWithBV(cBoundingVolume *apBV) { return cMath::CheckCollisionBV(*GetBoundingVolume(), *apBV); } //----------------------------------------------------------------------- bool iRenderable::CollidesWithFrustum(cFrustum *apFrustum) { return apFrustum->CollideBoundingVolume(GetBoundingVolume()) != eFrustumCollision_Outside; } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // SAVE OBJECT STUFF ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- kBeginSerializeVirtual(cSaveData_iRenderable, cSaveData_iEntity3D) kSerializeVar(mbStatic, eSerializeType_Bool) kSerializeVar(mbRendered, eSerializeType_Bool) kSerializeVar(mfZ, eSerializeType_Float32) kEndSerialize() //----------------------------------------------------------------------- iSaveData *iRenderable::CreateSaveData() { return NULL; } //----------------------------------------------------------------------- void iRenderable::SaveToSaveData(iSaveData *apSaveData) { kSaveData_SaveToBegin(iRenderable); kSaveData_SaveTo(mbStatic); kSaveData_SaveTo(mbRendered); kSaveData_SaveTo(mfZ); } //----------------------------------------------------------------------- void iRenderable::LoadFromSaveData(iSaveData *apSaveData) { kSaveData_LoadFromBegin(iRenderable); kSaveData_LoadFrom(mbStatic); kSaveData_LoadFrom(mbRendered); kSaveData_LoadFrom(mfZ); } //----------------------------------------------------------------------- void iRenderable::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iRenderable); } //----------------------------------------------------------------------- } // namespace hpl