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