158 lines
4.7 KiB
C++
158 lines
4.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/Renderable.h"
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#include "hpl1/engine/graphics/RenderList.h"
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#include "hpl1/engine/math/Frustum.h"
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#include "hpl1/engine/math/Math.h"
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#include "hpl1/engine/system/low_level_system.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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iRenderable::iRenderable(const tString &asName) : iEntity3D(asName) {
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mbRendered = true;
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mlLastMatrixCount = -1;
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mbStatic = false;
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mlRenderCount = -1;
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mlPrevRenderCount = -1;
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mlCalcScaleMatrixCount = -1;
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mvCalcScale = cVector3f(1, 1, 1);
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mbForceShadow = false;
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mbIsOneSided = false;
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mvOneSidedNormal = 0;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cMatrixf *iRenderable::GetInvModelMatrix() {
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cMatrixf *pModelMatrix = GetModelMatrix(NULL);
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if (pModelMatrix == NULL)
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return NULL;
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if (mlLastMatrixCount != GetMatrixUpdateCount()) {
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mlLastMatrixCount = GetMatrixUpdateCount();
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m_mtxInvModel = cMath::MatrixInverse(*pModelMatrix);
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}
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return &m_mtxInvModel;
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}
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//-----------------------------------------------------------------------
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const cVector3f &iRenderable::GetCalcScale() {
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cMatrixf *pModelMatrix = GetModelMatrix(NULL);
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if (pModelMatrix != NULL && mlCalcScaleMatrixCount != GetMatrixUpdateCount()) {
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mlCalcScaleMatrixCount = GetMatrixUpdateCount();
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mvCalcScale.x = pModelMatrix->GetRight().Length();
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mvCalcScale.y = pModelMatrix->GetUp().Length();
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mvCalcScale.z = pModelMatrix->GetForward().Length();
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}
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return mvCalcScale;
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}
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//-----------------------------------------------------------------------
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bool iRenderable::CollidesWithBV(cBoundingVolume *apBV) {
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return cMath::CheckCollisionBV(*GetBoundingVolume(), *apBV);
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}
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//-----------------------------------------------------------------------
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bool iRenderable::CollidesWithFrustum(cFrustum *apFrustum) {
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return apFrustum->CollideBoundingVolume(GetBoundingVolume()) != eFrustumCollision_Outside;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE OBJECT STUFF
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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kBeginSerializeVirtual(cSaveData_iRenderable, cSaveData_iEntity3D)
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kSerializeVar(mbStatic, eSerializeType_Bool)
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kSerializeVar(mbRendered, eSerializeType_Bool)
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kSerializeVar(mfZ, eSerializeType_Float32)
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kEndSerialize()
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//-----------------------------------------------------------------------
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iSaveData *iRenderable::CreateSaveData() {
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return NULL;
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}
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//-----------------------------------------------------------------------
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void iRenderable::SaveToSaveData(iSaveData *apSaveData) {
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kSaveData_SaveToBegin(iRenderable);
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kSaveData_SaveTo(mbStatic);
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kSaveData_SaveTo(mbRendered);
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kSaveData_SaveTo(mfZ);
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}
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//-----------------------------------------------------------------------
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void iRenderable::LoadFromSaveData(iSaveData *apSaveData) {
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kSaveData_LoadFromBegin(iRenderable);
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kSaveData_LoadFrom(mbStatic);
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kSaveData_LoadFrom(mbRendered);
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kSaveData_LoadFrom(mfZ);
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}
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//-----------------------------------------------------------------------
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void iRenderable::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
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kSaveData_SetupBegin(iRenderable);
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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