91 lines
3.0 KiB
C++
91 lines
3.0 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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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/dcgf.h"
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#include "engines/wintermute/base/gfx/skin_mesh_helper.h"
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#include "engines/wintermute/base/gfx/xskinmesh.h"
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#include "engines/wintermute/base/gfx/xfile_loader.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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SkinMeshHelper::SkinMeshHelper(DXMesh *mesh, DXSkinInfo *skinInfo) {
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_mesh = mesh;
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_skinInfo = skinInfo;
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}
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//////////////////////////////////////////////////////////////////////////
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SkinMeshHelper::~SkinMeshHelper() {
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SAFE_DELETE(_mesh);
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SAFE_DELETE(_skinInfo);
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}
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//////////////////////////////////////////////////////////////////////////
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uint SkinMeshHelper::getNumFaces() {
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return _mesh->getNumFaces();
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}
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//////////////////////////////////////////////////////////////////////////
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uint SkinMeshHelper::getNumBones() {
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return _skinInfo->getNumBones();
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}
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//////////////////////////////////////////////////////////////////////////
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bool SkinMeshHelper::getOriginalMesh(DXMesh **mesh) {
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return _mesh->cloneMesh(mesh);
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}
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//////////////////////////////////////////////////////////////////////////
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bool SkinMeshHelper::generateSkinnedMesh(uint32 *adjacencyOut, DXMesh **mesh) {
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bool res = getOriginalMesh(mesh);
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if (res) {
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(*mesh)->generateAdjacency(adjacencyOut);
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}
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return res;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SkinMeshHelper::updateSkinnedMesh(const DXMatrix *boneTransforms, DXMesh *mesh) {
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void *sourceVerts = reinterpret_cast<void *>(_mesh->getVertexBuffer().ptr());
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void *targetVerts = reinterpret_cast<void *>(mesh->getVertexBuffer().ptr());
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return _skinInfo->updateSkinnedMesh(boneTransforms, sourceVerts, targetVerts);
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}
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//////////////////////////////////////////////////////////////////////////
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const char *SkinMeshHelper::getBoneName(uint32 boneIndex) {
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return _skinInfo->getBoneName(boneIndex);
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}
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//////////////////////////////////////////////////////////////////////////
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DXMatrix *SkinMeshHelper::getBoneOffsetMatrix(uint32 boneIndex) {
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return _skinInfo->getBoneOffsetMatrix(boneIndex);
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}
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} // namespace Wintermute
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