File: actor.h

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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