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

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2.9 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
*/
#ifndef WINTERMUTE_XFRAME_NODE_H
#define WINTERMUTE_XFRAME_NODE_H
#include "engines/wintermute/base/base_named_object.h"
#include "engines/wintermute/base/gfx/xmesh.h"
#include "engines/wintermute/base/gfx/xmodel.h"
#include "engines/wintermute/coll_templ.h"
namespace Wintermute {
class XModel;
class XFileData;
class BaseSprite;
class Effect3D;
class Effect3DParams;
class FrameNode : public BaseNamedObject {
public:
FrameNode(BaseGame *inGame);
virtual ~FrameNode();
bool updateMatrices(DXMatrix *parentMat);
bool updateMeshes();
bool resetMatrices();
bool render(XModel *model);
bool renderFlatShadowModel(uint32 shadowColor);
bool updateShadowVol(ShadowVolume *shadow, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth);
bool loadFromXData(const char *filename, XModel *model, XFileData *xobj);
bool mergeFromXData(const char *filename, XModel *model, XFileData *xobj);
bool findBones(FrameNode *rootFrame);
FrameNode *findFrame(const char *frameName);
DXMatrix *getCombinedMatrix();
DXMatrix *getOriginalMatrix();
void setTransformationMatrix(DXMatrix *mat);
bool pickPoly(DXVector3 *pickRayOrig, DXVector3 *pickRayDir);
bool getBoundingBox(DXVector3 *boxStart, DXVector3 *boxEnd);
void setTransformation(int slot, DXVector3 pos, DXVector3 scale, DXQuaternion rot, float lerpValue);
bool hasChildren();
bool setMaterialSprite(char *matName, BaseSprite *sprite);
bool setMaterialTheora(char *matName, VideoTheoraPlayer *theora);
bool setMaterialEffect(char *matName, Effect3D *effect, Effect3DParams *params);
bool removeMaterialEffect(const char *matName);
bool invalidateDeviceObjects();
bool restoreDeviceObjects();
protected:
BaseArray<FrameNode *> _frames;
BaseArray<XMesh *> _meshes;
DXMatrix _transformationMatrix;
DXMatrix _originalMatrix;
DXMatrix _combinedMatrix;
DXVector3 _transPos[2];
DXVector3 _transScale[2];
DXQuaternion _transRot[2];
bool _transUsed[2];
float _lerpValue[2];
};
} // namespace Wintermute
#endif