/* 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 */ #ifndef WINTERMUTE_SKIN_MESH_HELPER_H #define WINTERMUTE_SKIN_MESH_HELPER_H #include "engines/wintermute/base/gfx/xmath.h" namespace Wintermute { class XMesh; class XMeshOpenGL; class XMeshOpenGLShader; class DXMesh; class DXSkinInfo; class SkinMeshHelper { friend class XMesh; friend class XMeshOpenGL; friend class XMeshOpenGLShader; public: SkinMeshHelper(DXMesh *mesh, DXSkinInfo *skinInfo); virtual ~SkinMeshHelper(); uint getNumFaces(); uint getNumBones(); bool getOriginalMesh(DXMesh **mesh); bool generateSkinnedMesh(uint32 *adjacencyOut, DXMesh **mesh); bool updateSkinnedMesh(const DXMatrix *boneTransforms, DXMesh *mesh); const char *getBoneName(uint32 boneIndex); DXMatrix *getBoneOffsetMatrix(uint32 boneIndex); private: DXMesh *_mesh; DXSkinInfo *_skinInfo; }; } // namespace Wintermute #endif