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scummvm-cursorfix/engines/wintermute/base/gfx/3dloader_3ds.h
2026-02-02 04:50:13 +01:00

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2.4 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/>.
*
*/
#ifndef WINTERMUTE_3D_LOADER_3DS_H
#define WINTERMUTE_3D_LOADER_3DS_H
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/base/base_named_object.h"
#include "engines/wintermute/base/gfx/3dcamera.h"
#include "engines/wintermute/base/gfx/3dlight.h"
#include "engines/wintermute/base/gfx/3dmesh.h"
#include "common/str.h"
namespace Wintermute {
class Loader3DS : public BaseNamedObject {
public:
enum E3DSFileObjectType{
OBJ_3DS_NONE,
OBJ_3DS_MESH,
OBJ_3DS_CAMERA,
OBJ_3DS_LIGHT
};
struct SFace{
uint16 _a;
uint16 _b;
uint16 _c;
};
class FileObject3DS {
public:
DXVector3 _cameraTarget;
float _cameraBank;
float _cameraLens;
float _cameraFOV;
DXVector3 _cameraPos;
DXVector3 _lightTarget;
DXVector3 _lightPos;
uint32 _lightColor;
float _lightHotspot;
float _lightFalloff;
bool _lightOff;
bool _lightSpotlight;
bool _hidden;
uint16 _numFaces;
SFace *_faces;
DXVector3 *_vertices;
uint16 _numVertices;
char *_name;
E3DSFileObjectType _type;
virtual ~FileObject3DS();
FileObject3DS();
};
public:
char * getCameraName(int index);
char * getLightName(int index);
char * getMeshName(int index);
bool loadCamera(int index, Camera3D *camera);
int32 getNumCameras();
bool loadLight(int index, Light3D *light);
int32 getNumLights();
bool loadMesh(int index, Mesh3DS *mesh);
int32 getNumMeshes();
bool parseFile(const char *filename);
char *_filename;
Loader3DS(BaseGame *inGame);
virtual ~Loader3DS();
BaseArray<FileObject3DS *> _objects;
};
} // namespace Wintermute
#endif