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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/>.
*
*/
#include "engines/stark/visual/prop.h"
#include "engines/stark/formats/biffmesh.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/texture.h"
namespace Stark {
VisualProp::VisualProp() :
Visual(TYPE),
_model(nullptr),
_texture(nullptr) {
}
VisualProp::~VisualProp() {
delete _model;
delete _texture;
}
void VisualProp::setModel(Formats::BiffMesh *model) {
assert(!_model);
_model = model;
const Common::Array<Formats::BiffMesh::Vertex> &vertices = _model->getVertices();
for (uint i = 0; i < vertices.size(); i++) {
_boundingBox.expand(vertices[i].position);
}
}
void VisualProp::setTexture(Gfx::TextureSet *texture) {
assert(!_texture);
_texture = texture;
}
Math::Matrix4 VisualProp::getModelMatrix(const Math::Vector3d& position, float direction) {
Math::Matrix4 posMatrix;
posMatrix.setPosition(position);
Math::Matrix4 rot1;
rot1.buildAroundX(90);
Math::Matrix4 rot2;
rot2.buildAroundY(270 - direction);
Math::Matrix4 modelTransform = _model->getTransform();
return posMatrix * rot1 * rot2 * modelTransform;
}
bool VisualProp::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 localRay.intersectAABB(_boundingBox);
}
} // End of namespace Stark
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