/* 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_XFRAME_NODE_H #define WINTERMUTE_XFRAME_NODE_H #include "engines/wintermute/base/base_named_object.h" #include "engines/wintermute/base/gfx/xmesh.h" #include "engines/wintermute/base/gfx/xmodel.h" #include "engines/wintermute/coll_templ.h" namespace Wintermute { class XModel; class XFileData; class BaseSprite; class Effect3D; class Effect3DParams; class FrameNode : public BaseNamedObject { public: FrameNode(BaseGame *inGame); virtual ~FrameNode(); bool updateMatrices(DXMatrix *parentMat); bool updateMeshes(); bool resetMatrices(); bool render(XModel *model); bool renderFlatShadowModel(uint32 shadowColor); bool updateShadowVol(ShadowVolume *shadow, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth); bool loadFromXData(const char *filename, XModel *model, XFileData *xobj); bool mergeFromXData(const char *filename, XModel *model, XFileData *xobj); bool findBones(FrameNode *rootFrame); FrameNode *findFrame(const char *frameName); DXMatrix *getCombinedMatrix(); DXMatrix *getOriginalMatrix(); void setTransformationMatrix(DXMatrix *mat); bool pickPoly(DXVector3 *pickRayOrig, DXVector3 *pickRayDir); bool getBoundingBox(DXVector3 *boxStart, DXVector3 *boxEnd); void setTransformation(int slot, DXVector3 pos, DXVector3 scale, DXQuaternion rot, float lerpValue); bool hasChildren(); bool setMaterialSprite(char *matName, BaseSprite *sprite); bool setMaterialTheora(char *matName, VideoTheoraPlayer *theora); bool setMaterialEffect(char *matName, Effect3D *effect, Effect3DParams *params); bool removeMaterialEffect(const char *matName); bool invalidateDeviceObjects(); bool restoreDeviceObjects(); protected: BaseArray _frames; BaseArray _meshes; DXMatrix _transformationMatrix; DXMatrix _originalMatrix; DXMatrix _combinedMatrix; DXVector3 _transPos[2]; DXVector3 _transScale[2]; DXQuaternion _transRot[2]; bool _transUsed[2]; float _lerpValue[2]; }; } // namespace Wintermute #endif