/* 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 . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #include "engines/wintermute/ad/ad_attach_3dx.h" #include "engines/wintermute/base/base_active_rect.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/gfx/3dshadow_volume.h" #include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h" #include "engines/wintermute/base/gfx/xmodel.h" #include "engines/wintermute/base/scriptables/script.h" #include "engines/wintermute/base/scriptables/script_stack.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/dcgf.h" namespace Wintermute { IMPLEMENT_PERSISTENT(AdAttach3DX, false) ////////////////////////////////////////////////////////////////////////// AdAttach3DX::AdAttach3DX(BaseGame *inGame, BaseObject *owner) : AdObject3D(inGame) { _owner = owner; _parentBone = nullptr; _dropToFloor = false; } ////////////////////////////////////////////////////////////////////////// AdAttach3DX::~AdAttach3DX() { SAFE_DELETE_ARRAY(_parentBone); _owner = nullptr; // ref only } ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::init(const char *modelFile, const char *name, const char *parentBone) { SAFE_DELETE(_xmodel); BaseUtils::setString(&_parentBone, parentBone); setName(name); _xmodel = new XModel(_game, _owner); if (!_xmodel) { return false; } bool res = _xmodel->loadFromFile(modelFile); if (!res) { SAFE_DELETE(_xmodel); } return res; } ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::update() { AdObject3D::update(); if (_xmodel) { return _xmodel->update(); } else { return true; } } ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::displayAttachable(DXMatrix *viewMat, bool registerObjects) { BaseRenderer3D *renderer = _game->_renderer3D; DXMatrix finalMat; DXMatrixMultiply(&finalMat, &_worldMatrix, viewMat); renderer->setWorldTransform(finalMat); if (_xmodel) { _xmodel->render(); if (registerObjects && _owner && _owner->_registrable) { renderer->_rectList.add(new BaseActiveRect(_game, _owner, _xmodel, _xmodel->_boundingRect.left, _xmodel->_boundingRect.top, _xmodel->_boundingRect.right - _xmodel->_boundingRect.left, _xmodel->_boundingRect.bottom - _xmodel->_boundingRect.top, true)); } } _game->_renderer3D->invalidateLastTexture(); return true; } ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::displayShadowVol(DXMatrix *modelMat, DXVector3 *light, float extrusionDepth, bool update) { BaseRenderer3D *renderer = _game->_renderer3D; DXMatrix finalMat; DXMatrixMultiply(&finalMat, &_worldMatrix, modelMat); if (_xmodel) { if (update) { getShadowVolume()->reset(); _xmodel->updateShadowVol(getShadowVolume(), &finalMat, light, extrusionDepth); } renderer->setWorldTransform(finalMat); getShadowVolume()->renderToStencilBuffer(); } return true; } ////////////////////////////////////////////////////////////////////////// char *AdAttach3DX::getParentBone() { return _parentBone; } ////////////////////////////////////////////////////////////////////////// // high level scripting interface ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) { ////////////////////////////////////////////////////////////////////////// // PlayAnim / PlayAnimAsync ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "PlayAnim") == 0 || strcmp(name, "PlayAnimAsync") == 0) { stack->correctParams(1); const char *animName = stack->pop()->getString(); if (!_xmodel || !_xmodel->playAnim(0, animName, 0, true)) { stack->pushBool(false); } else { if (strcmp(name, "PlayAnimAsync") != 0) script->waitFor(this); stack->pushBool(true); } return true; } ////////////////////////////////////////////////////////////////////////// // StopAnim ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "StopAnim") == 0) { stack->correctParams(0); bool ret = false; if (_xmodel) { ret = _xmodel->stopAnim(0); } stack->pushBool(ret); return true; } ////////////////////////////////////////////////////////////////////////// // StopAnimChannel ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "StopAnimChannel") == 0) { stack->correctParams(1); int channel = stack->pop()->getInt(); bool ret = false; if (_xmodel) { ret = _xmodel->stopAnim(channel, 0); } stack->pushBool(ret); return true; } ////////////////////////////////////////////////////////////////////////// // PlayAnimChannel / PlayAnimChannelAsync ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "PlayAnimChannel") == 0 || strcmp(name, "PlayAnimChannelAsync") == 0) { stack->correctParams(2); int channel = stack->pop()->getInt(); const char *animName = stack->pop()->getString(); if (!_xmodel || !_xmodel->playAnim(channel, animName, 0, true)) { stack->pushBool(false); } else { if (strcmp(name, "PlayAnimChannelAsync") != 0) { script->waitFor(this); } stack->pushBool(true); } return true; } else { return AdObject3D::scCallMethod(script, stack, thisStack, name); } } ////////////////////////////////////////////////////////////////////////// ScValue *AdAttach3DX::scGetProperty(const char *name) { _scValue->setNULL(); ////////////////////////////////////////////////////////////////////////// // Type ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "Type") == 0) { _scValue->setString("attachment"); return _scValue; } else { return AdObject3D::scGetProperty(name); } } ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::scSetProperty(const char *name, ScValue *value) { return AdObject3D::scSetProperty(name, value); } ////////////////////////////////////////////////////////////////////////// const char *AdAttach3DX::scToString() { return "[attachment object]"; } ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::persist(BasePersistenceManager *persistMgr) { AdObject3D::persist(persistMgr); persistMgr->transferPtr(TMEMBER(_owner)); persistMgr->transferCharPtr(TMEMBER(_parentBone)); return true; } ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::invalidateDeviceObjects() { if (_xmodel) { _xmodel->invalidateDeviceObjects(); } if (_shadowModel) { _shadowModel->invalidateDeviceObjects(); } return true; } ////////////////////////////////////////////////////////////////////////// bool AdAttach3DX::restoreDeviceObjects() { if (_xmodel) { _xmodel->restoreDeviceObjects(); } if (_shadowModel) { _shadowModel->restoreDeviceObjects(); } return true; } } // namespace Wintermute