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

500 lines
14 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/base/base_game.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/gfx/base_renderer3d.h"
#include "engines/wintermute/base/gfx/xmaterial.h"
#include "engines/wintermute/base/gfx/xframe_node.h"
#include "engines/wintermute/base/gfx/xmath.h"
#include "engines/wintermute/base/gfx/xmodel.h"
#include "engines/wintermute/base/gfx/xfile_loader.h"
#include "engines/wintermute/dcgf.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
FrameNode::FrameNode(BaseGame *inGame) : BaseNamedObject(inGame) {
DXMatrixIdentity(&_transformationMatrix);
DXMatrixIdentity(&_originalMatrix);
DXMatrixIdentity(&_combinedMatrix);
for (int i = 0; i < 2; i++) {
_transPos[i] = DXVector3(0.0f, 0.0f, 0.0f);
_transScale[i] = DXVector3(1.0f, 1.0f, 1.0f);
_transRot[i] = DXQuaternion(0.0f, 0.0f, 0.0f, 1.0f);
_lerpValue[i] = 0.0f;
_transUsed[i] = false;
}
}
//////////////////////////////////////////////////////////////////////////
FrameNode::~FrameNode() {
// remove child frames
for (int32 i = 0; i < _frames.getSize(); i++) {
delete _frames[i];
}
_frames.removeAll();
// remove meshes
for (int32 i = 0; i < _meshes.getSize(); i++) {
delete _meshes[i];
}
_meshes.removeAll();
}
//////////////////////////////////////////////////////////////////////////
DXMatrix *FrameNode::getCombinedMatrix() {
return &_combinedMatrix;
}
//////////////////////////////////////////////////////////////////////////
DXMatrix *FrameNode::getOriginalMatrix() {
return &_originalMatrix;
}
//////////////////////////////////////////////////////////////////////////
void FrameNode::setTransformationMatrix(DXMatrix *mat) {
_transformationMatrix = *mat;
}
//////////////////////////////////////////////////////////////////////////
void FrameNode::setTransformation(int slot, DXVector3 pos, DXVector3 scale, DXQuaternion rot, float lerpValue) {
if (slot < 0 || slot > 1)
return;
_transPos[slot] = pos;
_transScale[slot] = scale;
_transRot[slot] = rot;
_lerpValue[slot] = lerpValue;
_transUsed[slot] = true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::loadFromXData(const char *filename, XModel *model, XFileData *xobj) {
_game->miniUpdate();
bool res = true;
// get the type of the object
XClassType objectType = kXClassUnknown;
res = xobj->getType(objectType);
if (!res) {
BaseEngine::LOG(0, "Error getting object type");
return res;
}
if (objectType == kXClassMesh) { // load a child mesh
XMesh *mesh = _game->_renderer3D->createXMesh();
res = mesh->loadFromXData(filename, xobj);
if (res) {
_meshes.add(mesh);
return true;
} else {
SAFE_DELETE(mesh);
return false;
}
} else if (objectType == kXClassFrameTransformMatrix) { // load the transformation matrix
XFrameTransformMatrixObject *frameTransformMatrix = xobj->getXFrameTransformMatrixObject();
if (!frameTransformMatrix) {
BaseEngine::LOG(0, "Error loading transformation matrix");
return false;
} else {
for (int i = 0; i < 16; ++i) {
_transformationMatrix._m4x4[i] = frameTransformMatrix->_frameMatrix[i];
}
_originalMatrix = _transformationMatrix;
return true;
}
} else if (objectType == kXClassAnimationSet) { // load animation set
return model->loadAnimationSet(filename, xobj);
} else if (objectType == kXClassAnimation) { // load a single animation (shouldn't happen here)
return model->loadAnimation(filename, xobj);
} else if (objectType == kXClassFrame) { // create a new child frame
FrameNode *childFrame = new FrameNode(_game);
// get the name of the child frame
res = XModel::loadName(childFrame, xobj);
if (!res) {
BaseEngine::LOG(0, "Error loading frame name");
SAFE_DELETE(childFrame);
return res;
}
// Enumerate child objects.
res = false;
uint32 numChildren = 0;
xobj->getChildren(numChildren);
for (uint32 i = 0; i < numChildren; i++) {
XFileData xchildData;
res = xobj->getChild(i, xchildData);
if (res)
res = childFrame->loadFromXData(filename, model, &xchildData);
}
if (res)
_frames.add(childFrame);
else
SAFE_DELETE(childFrame);
return res;
} else if (objectType == kXClassAnimTicksPerSecond) {
if (!xobj->getXAnimTicksPerSecondObject()) {
BaseEngine::LOG(0, "Error loading ticks per seconds info");
return res;
} else {
model->_ticksPerSecond = xobj->getXAnimTicksPerSecondObject()->_animTicksPerSecond;
return true;
}
}
return true;
}
bool FrameNode::mergeFromXData(const char *filename, XModel *model, XFileData *xobj) {
bool res = true;
// get the type of the object
XClassType objectType;
res = xobj->getType(objectType);
if (!res) {
BaseEngine::LOG(0, "Error getting object type");
return res;
} else if (objectType == kXClassAnimationSet) { // load animation set
return model->loadAnimationSet(filename, xobj);
} else if (objectType == kXClassAnimation) { // load a single animation (shouldn't happen here)
return model->loadAnimation(filename, xobj);
} else if (objectType == kXClassFrame) { // scan child frames
// Enumerate child objects.
res = false;
uint32 numChildren = 0;
xobj->getChildren(numChildren);
for (uint32 i = 0; i < numChildren; i++) {
XFileData xchildData;
res = xobj->getChild(i, xchildData);
if (res)
res = mergeFromXData(filename, model, &xchildData);
}
return res;
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::findBones(FrameNode *rootFrame) {
// find the bones of the meshes
for (int32 i = 0; i < _meshes.getSize(); i++) {
_meshes[i]->findBones(rootFrame);
}
// find the bones for the child frames
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->findBones(rootFrame);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
FrameNode *FrameNode::findFrame(const char *frameName) {
if (_name && strcmp(_name, frameName) == 0) {
return this;
} else {
for (int32 i = 0; i < _frames.getSize(); i++) {
FrameNode *foundFrame = _frames[i]->findFrame(frameName);
if (foundFrame) {
return foundFrame;
}
}
}
return nullptr;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::updateMatrices(DXMatrix *parentMat) {
if (_transUsed[0]) {
DXVector3 transPos = _transPos[0];
DXVector3 transScale = _transScale[0];
DXQuaternion transRot = _transRot[0];
float lerpValue = _lerpValue[0];
if (_transUsed[1]) {
DXVec3Lerp(&transScale, &transScale, &_transScale[1], lerpValue);
DXQuaternionSlerp(&transRot, &transRot, &_transRot[1], lerpValue);
DXVec3Lerp(&transPos, &transPos, &_transPos[1], lerpValue);
}
// prepare local transformation matrix
DXMatrixIdentity(&_transformationMatrix);
DXMatrix scaleMat;
DXMatrixScaling(&scaleMat, transScale._x, transScale._y, transScale._z);
DXMatrixMultiply(&_transformationMatrix, &_transformationMatrix, &scaleMat);
DXMatrix rotMat;
DXMatrixRotationQuaternion(&rotMat, &transRot);
DXMatrixMultiply(&_transformationMatrix, &_transformationMatrix, &rotMat);
DXMatrix posMat;
DXMatrixTranslation(&posMat, transPos._x, transPos._y, transPos._z);
DXMatrixMultiply(&_transformationMatrix, &_transformationMatrix, &posMat);
}
_transUsed[0] = _transUsed[1] = false;
// multiply by parent transformation
DXMatrixMultiply(&_combinedMatrix, &_transformationMatrix, parentMat);
// update child frames
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->updateMatrices(&_combinedMatrix);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::updateMeshes() {
bool res = true;
// update meshes
for (int32 i = 0; i < _meshes.getSize(); i++) {
res = _meshes[i]->update(this);
if (!res) {
return res;
}
}
// render child frames
for (int32 i = 0; i < _frames.getSize(); i++) {
res = _frames[i]->updateMeshes();
if (!res) {
return res;
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::resetMatrices() {
_transformationMatrix = _originalMatrix;
// update child frames
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->resetMatrices();
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::updateShadowVol(ShadowVolume *shadow, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth) {
bool res = true;
// meshes
for (int32 i = 0; i < _meshes.getSize(); i++) {
res = _meshes[i]->updateShadowVol(shadow, modelMat, light, extrusionDepth);
if (!res) {
return res;
}
}
// child frames
for (int32 i = 0; i < _frames.getSize(); i++) {
res = _frames[i]->updateShadowVol(shadow, modelMat, light, extrusionDepth);
if (!res) {
return res;
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::render(XModel *model) {
bool res = true;
// render meshes
for (int32 i = 0; i < _meshes.getSize(); i++) {
res = _meshes[i]->render(model);
if (!res) {
return res;
}
}
// render child frames
for (int32 i = 0; i < _frames.getSize(); i++) {
res = _frames[i]->render(model);
if (!res) {
return res;
}
}
return true;
}
bool FrameNode::renderFlatShadowModel(uint32 shadowColor) {
bool res = true;
for (int32 i = 0; i < _meshes.getSize(); i++) {
res = _meshes[i]->renderFlatShadowModel(shadowColor);
if (!res) {
return res;
}
}
for (int32 i = 0; i < _frames.getSize(); i++) {
res = _frames[i]->renderFlatShadowModel(shadowColor);
if (!res) {
return res;
}
}
return res;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::pickPoly(DXVector3 *pickRayOrig, DXVector3 *pickRayDir) {
bool found = false;
for (int32 i = 0; i < _meshes.getSize(); i++) {
found = _meshes[i]->pickPoly(pickRayOrig, pickRayDir);
if (found) {
return true;
}
}
for (int32 i = 0; i < _frames.getSize(); i++) {
found = _frames[i]->pickPoly(pickRayOrig, pickRayDir);
if (found) {
return true;
}
}
return false;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::getBoundingBox(DXVector3 *boxStart, DXVector3 *boxEnd) {
for (int32 i = 0; i < _meshes.getSize(); i++) {
boxStart->_x = MIN(boxStart->_x, _meshes[i]->_BBoxStart._x);
boxStart->_y = MIN(boxStart->_y, _meshes[i]->_BBoxStart._y);
boxStart->_z = MIN(boxStart->_z, _meshes[i]->_BBoxStart._z);
boxEnd->_x = MAX(boxEnd->_x, _meshes[i]->_BBoxEnd._x);
boxEnd->_y = MAX(boxEnd->_y, _meshes[i]->_BBoxEnd._y);
boxEnd->_z = MAX(boxEnd->_z, _meshes[i]->_BBoxEnd._z);
}
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->getBoundingBox(boxStart, boxEnd);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::hasChildren() {
return _frames.getSize() > 0;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::setMaterialSprite(char *matName, BaseSprite *sprite) {
for (int32 i = 0; i < _meshes.getSize(); i++) {
_meshes[i]->setMaterialSprite(matName, sprite);
}
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->setMaterialSprite(matName, sprite);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::setMaterialTheora(char *matName, VideoTheoraPlayer *theora) {
for (int32 i = 0; i < _meshes.getSize(); i++) {
_meshes[i]->setMaterialTheora(matName, theora);
}
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->setMaterialTheora(matName, theora);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::setMaterialEffect(char *matName, Effect3D *effect, Effect3DParams *params) {
for (int32 i = 0; i < _meshes.getSize(); i++) {
_meshes[i]->setMaterialEffect(matName, effect, params);
}
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->setMaterialEffect(matName, effect, params);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::removeMaterialEffect(const char *matName) {
for (int32 i = 0; i < _meshes.getSize(); i++) {
_meshes[i]->removeMaterialEffect(matName);
}
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->removeMaterialEffect(matName);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::invalidateDeviceObjects() {
for (int32 i = 0; i < _meshes.getSize(); i++) {
_meshes[i]->invalidateDeviceObjects();
}
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->invalidateDeviceObjects();
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool FrameNode::restoreDeviceObjects() {
for (int32 i = 0; i < _meshes.getSize(); i++) {
_meshes[i]->restoreDeviceObjects();
}
for (int32 i = 0; i < _frames.getSize(); i++) {
_frames[i]->restoreDeviceObjects();
}
return true;
}
} // namespace Wintermute