/* 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_MESH_H #define HPL_MESH_H #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/resources/ResourceBase.h" #include "hpl1/engine/system/SystemTypes.h" #include "hpl1/engine/physics/CollideShape.h" #include "hpl1/engine/physics/PhysicsJoint.h" #include "common/array.h" #include "hpl1/engine/scene/Light3D.h" #include "common/stablemap.h" #include "common/multimap.h" namespace hpl { class cMaterialManager; class cAnimationManager; class cSubMesh; class cMeshEntity; class cSkeleton; class cAnimation; class cNode3D; class iCollideShape; class iPhysicsWorld; class iPhysicsBody; class iPhysicsJoint; class cBillboard; class cBeam; class cParticleSystem3D; class cSoundEntity; class cWorld3D; //-------------------------------------------------- typedef Common::Array tAnimationVec; typedef tAnimationVec::iterator tAnimationVecIt; typedef Common::StableMap tAnimationIndexMap; typedef tAnimationIndexMap::iterator tAnimationIndexMapIt; typedef Common::Array tSubMeshVec; typedef Common::Array::iterator tSubMeshVecIt; typedef Common::MultiMap tSubMeshMap; typedef tSubMeshMap::iterator tSubMeshMapIt; typedef Common::Array tNode3DVec; typedef tNode3DVec::iterator tNode3DVecIt; //-------------------------------------------------- class cMeshCollider { public: tString msGroup; eCollideShapeType mType; cVector3f mvSize; cMatrixf m_mtxOffset; }; typedef Common::Array tMeshColliderVec; typedef tMeshColliderVec::iterator tMeshColliderVecIt; //-------------------------------------------------- class cMeshJoint { public: ePhysicsJointType mType; tString msName; bool mbCollide; cVector3f mvPivot; cVector3f mvPinDir; float mfMax; float mfMin; tString msChildBody; tString msParentBody; }; typedef Common::Array tMeshJointVec; typedef tMeshJointVec::iterator tMeshJointVecIt; //-------------------------------------------------- class cMeshLight { public: tString msParent; tString msFile; tString msName; eLight3DType mType; cMatrixf m_mtxTransform; cColor mColor; float mfRadius; float mfFOV; bool mbCastShadows; }; typedef Common::Array tMeshLightVec; typedef tMeshLightVec::iterator tMeshLightVecIt; //-------------------------------------------------- class cMeshBeam { public: tString msFile; tString msName; tString msStartParent; cVector3f mvStartPosition; tString msEndParent; cVector3f mvEndPosition; }; typedef Common::Array tMeshBeamVec; typedef tMeshBeamVec::iterator tMeshBeamVecIt; //-------------------------------------------------- class cMeshBillboard { public: tString msParent; tString msFile; tString msName; cVector2f mvSize; cVector3f mvPosition; cVector3f mvAxis; float mfOffset; }; typedef Common::Array tMeshBillboardVec; typedef tMeshBillboardVec::iterator tMeshBillboardVecIt; //-------------------------------------------------- class cMeshParticleSystem { public: tString msParent; tString msType; tString msName; cMatrixf m_mtxTransform; cVector3f mvSize; }; typedef Common::Array tMeshParticleSystemVec; typedef tMeshParticleSystemVec::iterator tMeshParticleSystemVecIt; //-------------------------------------------------- class cMeshSoundEntity { public: tString msParent; tString msType; tString msName; cVector3f mvPosition; }; typedef Common::Array tMeshSoundEntityVec; typedef tMeshSoundEntityVec::iterator tMeshSoundEntityVecIt; //-------------------------------------------------- class cMeshReference { public: tString msParent; tString msName; tString msFile; cMatrixf m_mtxTransform; }; typedef Common::Array tMeshReferenceVec; typedef tMeshReferenceVec::iterator tMeshReferenceVecIt; //-------------------------------------------------- class cMesh : public iResourceBase { friend class cSubMesh; friend class cMeshEntity; public: cMesh(const tString asName, cMaterialManager *apMaterialManager, cAnimationManager *apAnimationManager); ~cMesh(); bool CreateFromFile(const tString asFile); cSubMesh *CreateSubMesh(const tString &asName); cSubMesh *GetSubMesh(unsigned int alIdx); cSubMesh *GetSubMeshName(const tString &asName); int GetSubMeshNum(); void SetSkeleton(cSkeleton *apSkeleton); cSkeleton *GetSkeleton(); void AddAnimation(cAnimation *apAnimation); cAnimation *GetAnimation(int alIndex); cAnimation *GetAnimationFromName(const tString &asName); int GetAnimationIndex(const tString &asName); void ClearAnimations(bool abDeleteAll); int GetAnimationNum(); void SetupBones(); // Joints cMeshJoint *CreatePhysicsJoint(ePhysicsJointType); cMeshJoint *GetPhysicsJoint(int alIdx); int GetPhysicsJointNum(); iPhysicsJoint *CreateJointInWorld(const tString &sNamePrefix, cMeshJoint *apMeshJoint, iPhysicsBody *apParentBody, iPhysicsBody *apChildBody, const cMatrixf &a_mtxOffset, iPhysicsWorld *apWorld); void CreateNodeBodies(iPhysicsBody **apRootBodyPtr, Common::Array *apSubBodyVec, cMeshEntity *apEntity, iPhysicsWorld *apWorld, const cMatrixf &a_mtxTransform); void CreateJointsAndBodies(Common::Array *apBodyVec, cMeshEntity *apEntity, Common::Array *apJointVec, const cMatrixf &a_mtxOffset, iPhysicsWorld *apWorld); bool HasSeveralBodies(); // Colliders cMeshCollider *CreateCollider(eCollideShapeType aType); cMeshCollider *GetCollider(int alIdx); int GetColliderNum(); iCollideShape *CreateCollideShape(iPhysicsWorld *apWorld); iCollideShape *CreateCollideShapeFromCollider(cMeshCollider *pCollider, iPhysicsWorld *apWorld); // Lights cMeshLight *CreateLight(eLight3DType aType); cMeshLight *GetLight(int alIdx); int GetLightNum(); iLight3D *CreateLightInWorld(const tString &sNamePrefix, cMeshLight *apMeshLight, cMeshEntity *apMeshEntity, cWorld3D *apWorld); // Billboards cMeshBillboard *CreateBillboard(); cMeshBillboard *GetBillboard(int alIdx); int GetBillboardNum(); cBillboard *CreateBillboardInWorld(const tString &sNamePrefix, cMeshBillboard *apMeshBillboard, cMeshEntity *apMeshEntity, cWorld3D *apWorld); // Beams cMeshBeam *CreateBeam(); cMeshBeam *GetBeam(int alIdx); int GetBeamNum(); cBeam *CreateBeamInWorld(const tString &sNamePrefix, cMeshBeam *apMeshBeam, cMeshEntity *apMeshEntity, cWorld3D *apWorld); // Particle systems cMeshParticleSystem *CreateParticleSystem(); cMeshParticleSystem *GetParticleSystem(int alIdx); int GetParticleSystemNum(); cParticleSystem3D *CreateParticleSystemInWorld(const tString &sNamePrefix, cMeshParticleSystem *apMeshPS, cMeshEntity *apMeshEntity, cWorld3D *apWorld); // References cMeshReference *CreateReference(); cMeshReference *GetReference(int alIdx); int GetReferenceNum(); iEntity3D *CreateReferenceInWorld(const tString &sNamePrefix, cMeshReference *apMeshRef, cMeshEntity *apMeshEntity, cWorld3D *apWorld, const cMatrixf &a_mtxOffset); // Sound entities cMeshSoundEntity *CreateSoundEntity(); cMeshSoundEntity *GetSoundEntity(int alIdx); int GetSoundEntityNum(); cSoundEntity *CreateSoundEntityInWorld(const tString &sNamePrefix, cMeshSoundEntity *apMeshSound, cMeshEntity *apMeshEntity, cWorld3D *apWorld); // Node cNode3D *GetRootNode(); void AddNode(cNode3D *apNode); int GetNodeNum(); cNode3D *GetNode(int alIdx); // Resources implementation bool reload() { return false; } void unload() {} void destroy() {} private: cMaterialManager *mpMaterialManager; cAnimationManager *mpAnimationManager; tSubMeshVec mvSubMeshes; tSubMeshMap m_mapSubMeshes; cSkeleton *mpSkeleton; tAnimationVec mvAnimations; tAnimationIndexMap m_mapAnimIndices; cNode3D *mpRootNode; tNode3DVec mvNodes; tMeshJointVec mvPhysicJoints; tMeshColliderVec mvColliders; tMeshLightVec mvLights; tMeshBillboardVec mvBillboards; tMeshBeamVec mvBeams; tMeshParticleSystemVec mvParticleSystems; tMeshSoundEntityVec mvSoundEntities; tMeshReferenceVec mvReferences; }; } // namespace hpl #endif // HPL_MESH_H