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2026-02-02 04:50:13 +01:00

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/* 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