90 lines
3.2 KiB
C++
90 lines
3.2 KiB
C++
/* 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 <http://www.gnu.org/licenses/>.
|
|
*
|
|
*/
|
|
|
|
#ifndef WATCHMAKER_LL_MESH_H
|
|
#define WATCHMAKER_LL_MESH_H
|
|
|
|
#include "watchmaker/t3d.h"
|
|
#include "watchmaker/globvar.h"
|
|
#include "watchmaker/work_dirs.h"
|
|
|
|
namespace Watchmaker {
|
|
|
|
uint8 t3dClipToSurface(Init &init, t3dV3F *pt);
|
|
void t3dLightChar(t3dMESH *mesh, t3dV3F *p);
|
|
void t3dProcessGolfSky(t3dMESH *gs);
|
|
void HideRoomMeshes(Init &init, t3dBODY *body);
|
|
void t3dUpdateArrow(t3dMESH *m, t3dF32 len);
|
|
bool t3dSetSpecialAnimFrame(WGame &game, const char *name, t3dMESH *mesh, int32 nf);
|
|
void ChangeMeshFlags(t3dMESH *m, int8 add, uint32 newflags);
|
|
void UpdateObjMesh(Init &init, int32 in);
|
|
void UpdateBoundingBox(t3dMESH *mesh);
|
|
void UpdateCharHead(int32 oc, t3dV3F *dir);
|
|
void SetMeshMaterialMovieFrame(t3dMESH *m, int8 op, int32 newframe);
|
|
void ChangeMeshMaterialFlag(t3dMESH *m, int8 add, uint32 newflag);
|
|
void ChangeHaloesStatus(t3dBODY *b, int8 op);
|
|
uint8 t3dVectMeshInters(t3dMESH *m, t3dV3F start, t3dV3F end, t3dV3F *inters);
|
|
void t3dLightRoom(Init &init, t3dBODY *b, t3dV3F *p, t3dF32 NearRange, t3dF32 FarRange, t3dF32 IperRange);
|
|
void t3dUpdateExplosion(t3dMESH *m, t3dF32 scale);
|
|
bool t3dMoveAndCheck1stCamera(t3dBODY *rr, t3dCAMERA *cc, t3dV3F *mm);
|
|
|
|
// TODO: This could perhaps be PIMPLd, as we don't really need to expose the implementation.
|
|
struct SMeshModifier {
|
|
Common::String meshName;
|
|
private:
|
|
int32 Flags = 0;
|
|
uint32 AddFlags = 0;
|
|
uint32 RemoveFlags = 0;
|
|
uint32 AddMatFlags = 0;
|
|
uint32 RemoveMatFlags = 0;
|
|
int32 MatFrame = 0;
|
|
uint16 BndLevel = 0;
|
|
int8 HaloesStatus = 0;
|
|
public:
|
|
Common::String animName;
|
|
SMeshModifier() = default;
|
|
SMeshModifier(const char *name, int16 com, void *p);
|
|
SMeshModifier(Common::SeekableReadStream &stream);
|
|
void configure(const char *name, int16 com, void *p);
|
|
void modifyMesh(WGame &game, t3dMESH *mesh);
|
|
uint16 getBndLevel() const { return BndLevel; }
|
|
int32 getFlags() const { return Flags; }
|
|
int8 getHaloesStatus() const { return HaloesStatus; }
|
|
};
|
|
|
|
class MeshModifiers {
|
|
SMeshModifier MMList[MAX_MODIFIED_MESH] = {};
|
|
public:
|
|
MeshModifiers() = default;
|
|
MeshModifiers(Common::SeekableReadStream &stream) {
|
|
for (int i = 0; i < MAX_MODIFIED_MESH; i++) {
|
|
MMList[i] = SMeshModifier(stream);
|
|
}
|
|
}
|
|
void addMeshModifier(const Common::String &name, int16 com, void *p);
|
|
void applyAllMeshModifiers(WGame &game, t3dBODY *b);
|
|
void modifyMesh(WGame &game, t3dMESH *mesh);
|
|
};
|
|
|
|
} // End of namespace Watchmaker
|
|
|
|
#endif // WATCHMAKER_LL_MESH_H
|