/* 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_BEAM_H #define HPL_BEAM_H #include "RenderList.h" #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/graphics/Renderable.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/scene/Entity3D.h" #include "hpl1/engine/system/SystemTypes.h" namespace hpl { class cMaterialManager; class cResources; class cGraphics; class cFileSearcher; class iLowLevelGraphics; class iMaterial; class iVertexBuffer; //------------------------------------------ class cBeam; class cBeamEnd : public iEntity3D { friend class cBeam; friend class cBeamEnd_UpdateCallback; public: cBeamEnd(const tString asName, cBeam *apBeam) : iEntity3D(asName), mColor(1, 1), mpBeam(apBeam) {} void SetColor(const cColor &aColor); const cColor &GetColor() { return mColor; } ///////////////////////////////// // Entity implementation tString GetEntityType() { return "BeamEnd"; } private: cColor mColor; cBeam *mpBeam; }; //------------------------------------------ class cBeamEnd_UpdateCallback : public iEntityCallback { public: void OnTransformUpdate(iEntity3D *apEntity); }; //------------------------------------------ class cBeam : public iRenderable { typedef iRenderable super; friend class cBeamEnd; public: cBeam(const tString asName, cResources *apResources, cGraphics *apGraphics); ~cBeam(); void SetMaterial(iMaterial *apMaterial); const tString &GetFileName() { return msFileName; } /** * Set the size. X= the thickness of the line, width of texture used. Y = the length that one texture height takes. * \param avSize */ void SetSize(const cVector2f &avSize); cVector2f GetSize() { return mvSize; } void SetColor(const cColor &aColor); const cColor &GetColor() { return mColor; } void SetTileHeight(bool abX); bool GetTileHeight() { return mbTileHeight; } void SetMultiplyAlphaWithColor(bool abX); bool GetMultiplyAlphaWithColor() { return mbMultiplyAlphaWithColor; } cBeamEnd *GetEnd() { return mpEnd; } bool LoadXMLProperties(const tString asFile); cVector3f GetAxis() { return mvAxis; } cVector3f GetMidPosition() { return mvMidPosition; } ///////////////////////////////// // Entity implementation tString GetEntityType() { return "Beam"; } bool IsVisible(); void SetVisible(bool abVisible) { SetRendered(abVisible); } // Renderable implementations iMaterial *GetMaterial() { return mpMaterial; } iVertexBuffer *GetVertexBuffer() { return mpVtxBuffer; } void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList); bool IsShadowCaster() { return false; } cBoundingVolume *GetBoundingVolume(); cMatrixf *GetModelMatrix(cCamera3D *apCamera); int GetMatrixUpdateCount(); eRenderableType GetRenderType() { return eRenderableType_ParticleSystem; } private: cMaterialManager *mpMaterialManager; cFileSearcher *mpFileSearcher; iLowLevelGraphics *mpLowLevelGraphics; iMaterial *mpMaterial; iVertexBuffer *mpVtxBuffer; cBeamEnd *mpEnd; tString msFileName; int mlStartTransformCount; int mlEndTransformCount; cMatrixf m_mtxTempTransform; int mlLastRenderCount; cBeamEnd_UpdateCallback mEndCallback; cVector2f mvSize; cVector3f mvAxis; cVector3f mvMidPosition; bool mbTileHeight; bool mbMultiplyAlphaWithColor; cColor mColor; }; } // namespace hpl #endif // HPL_BEAM_H