95 lines
2.4 KiB
C++
95 lines
2.4 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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#ifndef WINTERMUTE_3D_LOADER_3DS_H
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#define WINTERMUTE_3D_LOADER_3DS_H
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#include "engines/wintermute/coll_templ.h"
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#include "engines/wintermute/base/base_named_object.h"
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#include "engines/wintermute/base/gfx/3dcamera.h"
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#include "engines/wintermute/base/gfx/3dlight.h"
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#include "engines/wintermute/base/gfx/3dmesh.h"
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#include "common/str.h"
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namespace Wintermute {
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class Loader3DS : public BaseNamedObject {
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public:
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enum E3DSFileObjectType{
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OBJ_3DS_NONE,
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OBJ_3DS_MESH,
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OBJ_3DS_CAMERA,
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OBJ_3DS_LIGHT
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};
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struct SFace{
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uint16 _a;
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uint16 _b;
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uint16 _c;
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};
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class FileObject3DS {
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public:
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DXVector3 _cameraTarget;
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float _cameraBank;
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float _cameraLens;
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float _cameraFOV;
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DXVector3 _cameraPos;
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DXVector3 _lightTarget;
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DXVector3 _lightPos;
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uint32 _lightColor;
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float _lightHotspot;
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float _lightFalloff;
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bool _lightOff;
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bool _lightSpotlight;
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bool _hidden;
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uint16 _numFaces;
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SFace *_faces;
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DXVector3 *_vertices;
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uint16 _numVertices;
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char *_name;
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E3DSFileObjectType _type;
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virtual ~FileObject3DS();
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FileObject3DS();
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};
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public:
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char * getCameraName(int index);
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char * getLightName(int index);
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char * getMeshName(int index);
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bool loadCamera(int index, Camera3D *camera);
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int32 getNumCameras();
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bool loadLight(int index, Light3D *light);
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int32 getNumLights();
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bool loadMesh(int index, Mesh3DS *mesh);
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int32 getNumMeshes();
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bool parseFile(const char *filename);
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char *_filename;
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Loader3DS(BaseGame *inGame);
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virtual ~Loader3DS();
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BaseArray<FileObject3DS *> _objects;
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};
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} // namespace Wintermute
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#endif
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