/* 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. */ #ifndef HPL_SUB_MESH_ENTITY_H #define HPL_SUB_MESH_ENTITY_H #include "common/array.h" #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/graphics/Renderable.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/math/MeshTypes.h" #include "hpl1/engine/scene/Entity3D.h" #include "hpl1/engine/scene/SectorVisibility.h" #include "hpl1/engine/system/SystemTypes.h" #include "common/stablemap.h" #include "common/multimap.h" namespace hpl { class cMaterialManager; class cMeshManager; class cMesh; class cSubMesh; class cMeshEntity; class cAnimationState; class cNodeState; class cBone; class cNode3D; class iPhysicsBody; class iMaterial; class cBoneState; //----------------------------------------------------------------------- typedef Common::Array tAnimationStateVec; typedef tAnimationStateVec::iterator tAnimationStateVecIt; typedef Common::StableMap tAnimationStateIndexMap; typedef tAnimationStateIndexMap::iterator tAnimationStateIndexMapIt; typedef Common::Array tNodeStateVec; typedef tNodeStateVec::iterator tNodeStateVecIt; typedef Common::StableMap tNodeStateIndexMap; typedef tNodeStateIndexMap::iterator tNodeStateIndexMapIt; //----------------------------------------------------------------------- class cSubMeshEntityBodyUpdate : public iEntityCallback { public: void OnTransformUpdate(iEntity3D *apEntity); }; //----------------------------------------------------------------------- kSaveData_ChildClass(iRenderable, cSubMeshEntity) { kSaveData_ClassInit(cSubMeshEntity) public : tString msMaterial; bool mbCastShadows; int mlBodyId; bool mbUpdateBody; iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame) { return NULL; } int GetSaveCreatePrio() { return 0; } }; //----------------------------------------------------------------------- class cSubMeshEntity : public iRenderable { typedef iRenderable super; friend class cMeshEntity; public: cSubMeshEntity(const tString &asName, cMeshEntity *apMeshEntity, cSubMesh *apSubMesh, cMaterialManager *apMaterialManager); virtual ~cSubMeshEntity(); iMaterial *GetMaterial(); void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList); iVertexBuffer *GetVertexBuffer(); void SetCastsShadows(bool abX) { mbCastShadows = abX; } bool IsShadowCaster() { return mbCastShadows; } cBoundingVolume *GetBoundingVolume(); cMatrixf *GetModelMatrix(cCamera3D *apCamera); int GetMatrixUpdateCount(); eRenderableType GetRenderType() { return eRenderableType_Normal; } cSubMesh *GetSubMesh() const { return mpSubMesh; } void SetLocalNode(cNode3D *apNode); cNode3D *GetLocalNode(); tRenderContainerDataList *GetRenderContainerDataList(); // Entity implementation tString GetEntityType() { return "SubMesh"; } bool IsVisible() { return IsRendered(); } void SetVisible(bool abVisible) { SetRendered(abVisible); } void UpdateLogic(float afTimeStep); cTriangleData &GetTriangle(int alIndex); int GetTriangleNum(); tTriangleDataVec *GetTriangleVecPtr(); iPhysicsBody *GetBody() { return mpBody; } void SetBody(iPhysicsBody *apBody) { mpBody = apBody; } void SetUpdateBody(bool abX); bool GetUpdateBody(); void SetCustomMaterial(iMaterial *apMaterial, bool abDestroyOldCustom = true); iMaterial *GetCustomMaterial() { return mpMaterial; } cSector *GetCurrentSector() const; // SaveObject implementation virtual iSaveData *CreateSaveData(); virtual void SaveToSaveData(iSaveData *apSaveData); virtual void LoadFromSaveData(iSaveData *apSaveData); virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame); private: bool mbCastShadows; cSubMesh *mpSubMesh; cMeshEntity *mpMeshEntity; iMaterial *mpMaterial; cNode3D *mpLocalNode; cMaterialManager *mpMaterialManager; iVertexBuffer *mpDynVtxBuffer; tTriangleDataVec mvDynTriangles; cSubMeshEntityBodyUpdate *mpEntityCallback; bool mbUpdateBody; bool mbGraphicsUpdated; iPhysicsBody *mpBody; }; typedef Common::Array tSubMeshEntityVec; typedef Common::Array::iterator tSubMeshEntityVecIt; typedef Common::MultiMap tSubMeshEntityMap; typedef tSubMeshEntityMap::iterator tSubMeshEntityMapIt; } // namespace hpl #endif // HPL_SUB_MESH_ENTITY_H