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/* 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
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