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scummvm-cursorfix/engines/wintermute/base/gfx/skin_mesh_helper.cpp
2026-02-02 04:50:13 +01:00

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