174 lines
4.6 KiB
C++
174 lines
4.6 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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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_ENTITY3D_H
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#define HPL_ENTITY3D_H
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/scene/Entity.h"
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#include "hpl1/engine/system/Container.h"
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#include "hpl1/engine/system/SystemTypes.h"
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#include "common/list.h"
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#include "hpl1/engine/math/BoundingVolume.h"
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namespace hpl {
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class iEntity3D;
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class cSector;
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class iEntityCallback {
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public:
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virtual ~iEntityCallback() = default;
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virtual void OnTransformUpdate(iEntity3D *apEntity) = 0;
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};
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typedef Common::List<iEntityCallback *> tEntityCallbackList;
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typedef tEntityCallbackList::iterator tEntityCallbackListIt;
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//------------------------------------
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// Used for the render container to add specific data to
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// the object.
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class iRenderContainerData {
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};
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typedef Common::List<iRenderContainerData *> tRenderContainerDataList;
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typedef tRenderContainerDataList::iterator tRenderContainerDataListIt;
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//------------------------------------
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kSaveData_ChildClass(iEntity, iEntity3D) {
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kSaveData_ClassInit(iEntity3D) public : cMatrixf m_mtxLocalTransform;
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cBoundingVolume mBoundingVolume;
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tString msSourceFile;
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int mlParentId;
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cContainerList<int> mlstChildren;
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};
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//-----------------------------------------
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class iEntity3D;
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typedef Common::List<iEntity3D *> tEntity3DList;
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typedef tEntity3DList::iterator tEntity3DListIt;
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class iEntity3D : public iEntity {
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typedef iEntity super;
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public:
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iEntity3D(tString asName);
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virtual ~iEntity3D();
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cVector3f GetLocalPosition();
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cMatrixf &GetLocalMatrix();
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cVector3f GetWorldPosition();
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cMatrixf &GetWorldMatrix();
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void SetPosition(const cVector3f &avPos);
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void SetMatrix(const cMatrixf &a_mtxTransform);
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void SetWorldPosition(const cVector3f &avWorldPos);
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void SetWorldMatrix(const cMatrixf &a_mtxWorldTransform);
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void SetTransformUpdated(bool abUpdateCallbacks = true);
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bool GetTransformUpdated();
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int GetTransformUpdateCount();
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void AddCallback(iEntityCallback *apCallback);
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void RemoveCallback(iEntityCallback *apCallback);
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void SetSourceFile(const tString &asFile) { msSourceFile = asFile; }
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const tString &GetSourceFile() { return msSourceFile; }
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virtual cBoundingVolume *GetBoundingVolume() { return &mBoundingVolume; }
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/**
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* The child hierarchy will only work if the child has no node parent.
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**/
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void AddChild(iEntity3D *apEntity);
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void RemoveChild(iEntity3D *apEntity);
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bool IsChild(iEntity3D *apEntity);
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iEntity3D *GetEntityParent();
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virtual tRenderContainerDataList *GetRenderContainerDataList() { return &mlstRenderContainerData; }
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inline int GetIteratorCount() { return mlIteratorCount; }
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inline void SetIteratorCount(const int alX) { mlIteratorCount = alX; }
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inline void SetCurrentSector(cSector *apSetor) { mpCurrentSector = apSetor; }
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virtual cSector *GetCurrentSector() const { return mpCurrentSector; }
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bool IsInSector(cSector *apSector);
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inline int GetGlobalRenderCount() { return mlGlobalRenderCount; }
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inline void SetGlobalRenderCount(int alX) { mlGlobalRenderCount = alX; }
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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protected:
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cMatrixf m_mtxLocalTransform;
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cMatrixf m_mtxWorldTransform;
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cBoundingVolume mBoundingVolume;
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bool mbUpdateBoundingVolume;
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bool mbApplyTransformToBV; // Only temp!!
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bool mbTransformUpdated;
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int mlGlobalRenderCount;
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int mlCount;
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tString msSourceFile;
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tEntityCallbackList mlstCallbacks;
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tRenderContainerDataList mlstRenderContainerData;
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tEntity3DList mlstChildren;
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iEntity3D *mpParent;
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cSector *mpCurrentSector;
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int mlIteratorCount;
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private:
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void UpdateWorldTransform();
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};
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} // namespace hpl
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#endif // HPL_ENTITY3D_H
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