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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/visual/actor.h"
#include "engines/stark/model/model.h"
#include "engines/stark/model/animhandler.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/texture.h"
#include "engines/stark/scene.h"
#include "engines/stark/services/services.h"
namespace Stark {
VisualActor::VisualActor() :
Visual(TYPE),
_animHandler(nullptr),
_model(nullptr),
_textureSet(nullptr),
_textureSetFacial(nullptr),
_time(0),
_modelIsDirty(true),
_faceTextureName(' ') {
}
VisualActor::~VisualActor() {
}
void VisualActor::setModel(Model *model) {
if (_model == model) {
return; // Nothing to do
}
_model = model;
_modelIsDirty = true;
}
void VisualActor::setAnimHandler(AnimHandler *animHandler) {
_animHandler = animHandler;
}
void VisualActor::setAnim(SkeletonAnim *anim) {
_animHandler->setAnim(anim);
}
void VisualActor::setTexture(Gfx::TextureSet *texture) {
_textureSet = texture;
}
void VisualActor::setTextureFacial(Gfx::TextureSet *textureFacial) {
_textureSetFacial = textureFacial;
}
void VisualActor::setNewFace(char shape) {
_faceTextureName = shape;
}
const Gfx::Texture *VisualActor::resolveTexture(const Material *material) const {
const Gfx::Texture *texture = nullptr;
if (_textureSetFacial && material->name == "face") {
texture = _textureSetFacial->getTexture(Common::String::format("%c.bmp", _faceTextureName));
if (!texture) {
// Default face texture in case the requested shape was not found
texture = _textureSetFacial->getTexture("i.bmp");
}
}
if (!texture) {
texture = _textureSet->getTexture(material->texture);
}
return texture;
}
void VisualActor::setTime(uint32 time) {
_time = time;
}
Math::Matrix4 VisualActor::getModelMatrix(const Math::Vector3d &position, float direction) {
Math::Matrix4 modelMatrix;
modelMatrix.setPosition(position);
Math::Angle swayAngle = StarkScene->getSwayAngle();
if (swayAngle != 0) {
Math::Quaternion swayRotation = Math::Quaternion(StarkScene->getSwayDirection(), swayAngle / 2.0);
modelMatrix = modelMatrix * swayRotation.toMatrix();
}
float floatOffset = StarkScene->getFloatOffset();
if (floatOffset != 0) {
Math::Matrix4 floatTranslation;
floatTranslation.setPosition(Math::Vector3d(0, 0, floatOffset));
modelMatrix = modelMatrix * floatTranslation;
}
Math::Matrix4 rot1;
rot1.buildAroundX(90);
Math::Matrix4 rot2;
rot2.buildAroundY(270 - direction);
Math::Matrix4 scale;
scale.setValue(2, 2, -1.0f);
return modelMatrix * rot1 * rot2 * scale;
}
bool VisualActor::intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction) {
Math::Matrix4 inverseModelMatrix = getModelMatrix(position, direction);
inverseModelMatrix.inverse();
// Build an object local ray from the world ray
Math::Ray localRay = ray;
localRay.transform(inverseModelMatrix);
return _model->intersectRay(localRay);
}
void VisualActor::resetBlending() {
if (_animHandler) {
_animHandler->resetBlending();
}
}
} // End of namespace Stark
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