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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/>.
*
*/
#ifndef STARK_VISUAL_ACTOR_H
#define STARK_VISUAL_ACTOR_H
#include "engines/stark/visual/visual.h"
#include "common/array.h"
#include "common/rect.h"
#include "math/matrix4.h"
#include "math/ray.h"
#include "math/vector3d.h"
namespace Stark {
namespace Gfx {
class Texture;
class TextureSet;
struct LightEntry;
}
class Model;
struct Face;
struct Material;
class SkeletonAnim;
class AnimHandler;
class VisualActor : public Visual {
public:
static const VisualType TYPE = Visual::kActor;
VisualActor();
~VisualActor() override;
void setModel(Model *model);
void setTexture(Gfx::TextureSet *texture);
void setTextureFacial(Gfx::TextureSet *textureFacial);
void setNewFace(char shape);
void setAnimHandler(AnimHandler *animHandler);
void setTime(uint32 time);
void setCastShadow(bool cast) { _castsShadow = cast; }
bool intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction);
Common::Rect getBoundingRect(const Math::Vector3d &position3d, float direction) const;
virtual void render(const Math::Vector3d &position, float direction, const Common::Array<Gfx::LightEntry *> &lights) = 0;
protected:
AnimHandler *_animHandler;
Model *_model;
Gfx::TextureSet *_textureSet;
Gfx::TextureSet *_textureSetFacial;
char _faceTextureName;
uint32 _time;
bool _modelIsDirty;
bool _castsShadow;
Math::Matrix4 getModelMatrix(const Math::Vector3d &position, float direction) const;
const Gfx::Texture *resolveTexture(const Material *material) const;
};
} // End of namespace Stark
#endif // STARK_VISUAL_ACTOR_H
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