File: SubMeshEntity.h

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (185 lines) | stat: -rw-r--r-- 5,344 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
/* 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/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_SUB_MESH_ENTITY_H
#define HPL_SUB_MESH_ENTITY_H

#include "common/array.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/Renderable.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/math/MeshTypes.h"
#include "hpl1/engine/scene/Entity3D.h"
#include "hpl1/engine/scene/SectorVisibility.h"
#include "hpl1/engine/system/SystemTypes.h"
#include "common/stablemap.h"
#include "common/multimap.h"

namespace hpl {

class cMaterialManager;
class cMeshManager;
class cMesh;
class cSubMesh;
class cMeshEntity;
class cAnimationState;
class cNodeState;
class cBone;
class cNode3D;
class iPhysicsBody;
class iMaterial;
class cBoneState;

//-----------------------------------------------------------------------

typedef Common::Array<cAnimationState *> tAnimationStateVec;
typedef tAnimationStateVec::iterator tAnimationStateVecIt;

typedef Common::StableMap<tString, int> tAnimationStateIndexMap;
typedef tAnimationStateIndexMap::iterator tAnimationStateIndexMapIt;

typedef Common::Array<cBoneState *> tNodeStateVec;
typedef tNodeStateVec::iterator tNodeStateVecIt;

typedef Common::StableMap<tString, int> tNodeStateIndexMap;
typedef tNodeStateIndexMap::iterator tNodeStateIndexMapIt;

//-----------------------------------------------------------------------

class cSubMeshEntityBodyUpdate : public iEntityCallback {
public:
	void OnTransformUpdate(iEntity3D *apEntity);
};

//-----------------------------------------------------------------------

kSaveData_ChildClass(iRenderable, cSubMeshEntity) {
	kSaveData_ClassInit(cSubMeshEntity) public : tString msMaterial;

	bool mbCastShadows;

	int mlBodyId;

	bool mbUpdateBody;

	iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame) { return NULL; }
	int GetSaveCreatePrio() { return 0; }
};

//-----------------------------------------------------------------------

class cSubMeshEntity : public iRenderable {
	typedef iRenderable super;
	friend class cMeshEntity;

public:
	cSubMeshEntity(const tString &asName, cMeshEntity *apMeshEntity, cSubMesh *apSubMesh, cMaterialManager *apMaterialManager);
	virtual ~cSubMeshEntity();

	iMaterial *GetMaterial();

	void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList);

	iVertexBuffer *GetVertexBuffer();

	void SetCastsShadows(bool abX) { mbCastShadows = abX; }
	bool IsShadowCaster() { return mbCastShadows; }

	cBoundingVolume *GetBoundingVolume();

	cMatrixf *GetModelMatrix(cCamera3D *apCamera);

	int GetMatrixUpdateCount();

	eRenderableType GetRenderType() { return eRenderableType_Normal; }

	cSubMesh *GetSubMesh() const { return mpSubMesh; }

	void SetLocalNode(cNode3D *apNode);
	cNode3D *GetLocalNode();

	tRenderContainerDataList *GetRenderContainerDataList();

	// Entity implementation
	tString GetEntityType() { return "SubMesh"; }
	bool IsVisible() { return IsRendered(); }
	void SetVisible(bool abVisible) { SetRendered(abVisible); }

	void UpdateLogic(float afTimeStep);

	cTriangleData &GetTriangle(int alIndex);
	int GetTriangleNum();
	tTriangleDataVec *GetTriangleVecPtr();

	iPhysicsBody *GetBody() { return mpBody; }
	void SetBody(iPhysicsBody *apBody) { mpBody = apBody; }

	void SetUpdateBody(bool abX);
	bool GetUpdateBody();

	void SetCustomMaterial(iMaterial *apMaterial, bool abDestroyOldCustom = true);
	iMaterial *GetCustomMaterial() { return mpMaterial; }

	cSector *GetCurrentSector() const;

	// SaveObject implementation
	virtual iSaveData *CreateSaveData();
	virtual void SaveToSaveData(iSaveData *apSaveData);
	virtual void LoadFromSaveData(iSaveData *apSaveData);
	virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);

private:
	bool mbCastShadows;
	cSubMesh *mpSubMesh;
	cMeshEntity *mpMeshEntity;

	iMaterial *mpMaterial;

	cNode3D *mpLocalNode;

	cMaterialManager *mpMaterialManager;

	iVertexBuffer *mpDynVtxBuffer;
	tTriangleDataVec mvDynTriangles;

	cSubMeshEntityBodyUpdate *mpEntityCallback;
	bool mbUpdateBody;

	bool mbGraphicsUpdated;

	iPhysicsBody *mpBody;
};

typedef Common::Array<cSubMeshEntity *> tSubMeshEntityVec;
typedef Common::Array<cSubMeshEntity *>::iterator tSubMeshEntityVecIt;

typedef Common::MultiMap<tString, cSubMeshEntity *> tSubMeshEntityMap;
typedef tSubMeshEntityMap::iterator tSubMeshEntityMapIt;

} // namespace hpl

#endif // HPL_SUB_MESH_ENTITY_H