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

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1.8 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_SKIN_MESH_HELPER_H
#define WINTERMUTE_SKIN_MESH_HELPER_H
#include "engines/wintermute/base/gfx/xmath.h"
namespace Wintermute {
class XMesh;
class XMeshOpenGL;
class XMeshOpenGLShader;
class DXMesh;
class DXSkinInfo;
class SkinMeshHelper {
friend class XMesh;
friend class XMeshOpenGL;
friend class XMeshOpenGLShader;
public:
SkinMeshHelper(DXMesh *mesh, DXSkinInfo *skinInfo);
virtual ~SkinMeshHelper();
uint getNumFaces();
uint getNumBones();
bool getOriginalMesh(DXMesh **mesh);
bool generateSkinnedMesh(uint32 *adjacencyOut, DXMesh **mesh);
bool updateSkinnedMesh(const DXMatrix *boneTransforms, DXMesh *mesh);
const char *getBoneName(uint32 boneIndex);
DXMatrix *getBoneOffsetMatrix(uint32 boneIndex);
private:
DXMesh *_mesh;
DXSkinInfo *_skinInfo;
};
} // namespace Wintermute
#endif