186 lines
5.2 KiB
C++
186 lines
5.2 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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#ifndef HPL_SUB_MESH_ENTITY_H
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#define HPL_SUB_MESH_ENTITY_H
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#include "common/array.h"
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/graphics/Renderable.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/math/MeshTypes.h"
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#include "hpl1/engine/scene/Entity3D.h"
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#include "hpl1/engine/scene/SectorVisibility.h"
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#include "hpl1/engine/system/SystemTypes.h"
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#include "common/stablemap.h"
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#include "common/multimap.h"
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namespace hpl {
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class cMaterialManager;
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class cMeshManager;
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class cMesh;
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class cSubMesh;
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class cMeshEntity;
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class cAnimationState;
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class cNodeState;
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class cBone;
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class cNode3D;
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class iPhysicsBody;
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class iMaterial;
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class cBoneState;
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//-----------------------------------------------------------------------
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typedef Common::Array<cAnimationState *> tAnimationStateVec;
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typedef tAnimationStateVec::iterator tAnimationStateVecIt;
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typedef Common::StableMap<tString, int> tAnimationStateIndexMap;
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typedef tAnimationStateIndexMap::iterator tAnimationStateIndexMapIt;
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typedef Common::Array<cBoneState *> tNodeStateVec;
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typedef tNodeStateVec::iterator tNodeStateVecIt;
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typedef Common::StableMap<tString, int> tNodeStateIndexMap;
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typedef tNodeStateIndexMap::iterator tNodeStateIndexMapIt;
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//-----------------------------------------------------------------------
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class cSubMeshEntityBodyUpdate : public iEntityCallback {
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public:
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void OnTransformUpdate(iEntity3D *apEntity);
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};
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//-----------------------------------------------------------------------
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kSaveData_ChildClass(iRenderable, cSubMeshEntity) {
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kSaveData_ClassInit(cSubMeshEntity) public : tString msMaterial;
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bool mbCastShadows;
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int mlBodyId;
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bool mbUpdateBody;
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iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame) { return NULL; }
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int GetSaveCreatePrio() { return 0; }
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};
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//-----------------------------------------------------------------------
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class cSubMeshEntity : public iRenderable {
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typedef iRenderable super;
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friend class cMeshEntity;
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public:
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cSubMeshEntity(const tString &asName, cMeshEntity *apMeshEntity, cSubMesh *apSubMesh, cMaterialManager *apMaterialManager);
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virtual ~cSubMeshEntity();
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iMaterial *GetMaterial();
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void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList);
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iVertexBuffer *GetVertexBuffer();
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void SetCastsShadows(bool abX) { mbCastShadows = abX; }
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bool IsShadowCaster() { return mbCastShadows; }
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cBoundingVolume *GetBoundingVolume();
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cMatrixf *GetModelMatrix(cCamera3D *apCamera);
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int GetMatrixUpdateCount();
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eRenderableType GetRenderType() { return eRenderableType_Normal; }
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cSubMesh *GetSubMesh() const { return mpSubMesh; }
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void SetLocalNode(cNode3D *apNode);
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cNode3D *GetLocalNode();
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tRenderContainerDataList *GetRenderContainerDataList();
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// Entity implementation
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tString GetEntityType() { return "SubMesh"; }
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bool IsVisible() { return IsRendered(); }
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void SetVisible(bool abVisible) { SetRendered(abVisible); }
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void UpdateLogic(float afTimeStep);
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cTriangleData &GetTriangle(int alIndex);
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int GetTriangleNum();
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tTriangleDataVec *GetTriangleVecPtr();
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iPhysicsBody *GetBody() { return mpBody; }
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void SetBody(iPhysicsBody *apBody) { mpBody = apBody; }
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void SetUpdateBody(bool abX);
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bool GetUpdateBody();
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void SetCustomMaterial(iMaterial *apMaterial, bool abDestroyOldCustom = true);
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iMaterial *GetCustomMaterial() { return mpMaterial; }
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cSector *GetCurrentSector() const;
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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private:
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bool mbCastShadows;
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cSubMesh *mpSubMesh;
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cMeshEntity *mpMeshEntity;
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iMaterial *mpMaterial;
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cNode3D *mpLocalNode;
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cMaterialManager *mpMaterialManager;
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iVertexBuffer *mpDynVtxBuffer;
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tTriangleDataVec mvDynTriangles;
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cSubMeshEntityBodyUpdate *mpEntityCallback;
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bool mbUpdateBody;
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bool mbGraphicsUpdated;
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iPhysicsBody *mpBody;
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};
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typedef Common::Array<cSubMeshEntity *> tSubMeshEntityVec;
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typedef Common::Array<cSubMeshEntity *>::iterator tSubMeshEntityVecIt;
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typedef Common::MultiMap<tString, cSubMeshEntity *> tSubMeshEntityMap;
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typedef tSubMeshEntityMap::iterator tSubMeshEntityMapIt;
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} // namespace hpl
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#endif // HPL_SUB_MESH_ENTITY_H
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