/* 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 WINTERMUTE_3D_LOADER_3DS_H #define WINTERMUTE_3D_LOADER_3DS_H #include "engines/wintermute/coll_templ.h" #include "engines/wintermute/base/base_named_object.h" #include "engines/wintermute/base/gfx/3dcamera.h" #include "engines/wintermute/base/gfx/3dlight.h" #include "engines/wintermute/base/gfx/3dmesh.h" #include "common/str.h" namespace Wintermute { class Loader3DS : public BaseNamedObject { public: enum E3DSFileObjectType{ OBJ_3DS_NONE, OBJ_3DS_MESH, OBJ_3DS_CAMERA, OBJ_3DS_LIGHT }; struct SFace{ uint16 _a; uint16 _b; uint16 _c; }; class FileObject3DS { public: DXVector3 _cameraTarget; float _cameraBank; float _cameraLens; float _cameraFOV; DXVector3 _cameraPos; DXVector3 _lightTarget; DXVector3 _lightPos; uint32 _lightColor; float _lightHotspot; float _lightFalloff; bool _lightOff; bool _lightSpotlight; bool _hidden; uint16 _numFaces; SFace *_faces; DXVector3 *_vertices; uint16 _numVertices; char *_name; E3DSFileObjectType _type; virtual ~FileObject3DS(); FileObject3DS(); }; public: char * getCameraName(int index); char * getLightName(int index); char * getMeshName(int index); bool loadCamera(int index, Camera3D *camera); int32 getNumCameras(); bool loadLight(int index, Light3D *light); int32 getNumLights(); bool loadMesh(int index, Mesh3DS *mesh); int32 getNumMeshes(); bool parseFile(const char *filename); char *_filename; Loader3DS(BaseGame *inGame); virtual ~Loader3DS(); BaseArray _objects; }; } // namespace Wintermute #endif