ScummVM API documentation
Entity3D.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_ENTITY3D_H
29 #define HPL_ENTITY3D_H
30 
31 #include "hpl1/engine/math/MathTypes.h"
32 #include "hpl1/engine/scene/Entity.h"
33 #include "hpl1/engine/system/Container.h"
34 #include "hpl1/engine/system/SystemTypes.h"
35 
36 #include "common/list.h"
37 #include "hpl1/engine/math/BoundingVolume.h"
38 
39 namespace hpl {
40 
41 class iEntity3D;
42 class cSector;
43 
45 public:
46  virtual ~iEntityCallback() = default;
47  virtual void OnTransformUpdate(iEntity3D *apEntity) = 0;
48 };
49 
52 
53 //------------------------------------
54 
55 // Used for the render container to add specific data to
56 // the object.
58 };
59 
62 
63 //------------------------------------
64 
65 kSaveData_ChildClass(iEntity, iEntity3D) {
66  kSaveData_ClassInit(iEntity3D) public : cMatrixf m_mtxLocalTransform;
67  cBoundingVolume mBoundingVolume;
68  tString msSourceFile;
69 
70  int mlParentId;
71  cContainerList<int> mlstChildren;
72 };
73 
74 //-----------------------------------------
75 
76 class iEntity3D;
77 
80 
81 class iEntity3D : public iEntity {
82  typedef iEntity super;
83 
84 public:
85  iEntity3D(tString asName);
86  virtual ~iEntity3D();
87 
88  cVector3f GetLocalPosition();
89  cMatrixf &GetLocalMatrix();
90 
91  cVector3f GetWorldPosition();
92  cMatrixf &GetWorldMatrix();
93 
94  void SetPosition(const cVector3f &avPos);
95  void SetMatrix(const cMatrixf &a_mtxTransform);
96 
97  void SetWorldPosition(const cVector3f &avWorldPos);
98  void SetWorldMatrix(const cMatrixf &a_mtxWorldTransform);
99 
100  void SetTransformUpdated(bool abUpdateCallbacks = true);
101  bool GetTransformUpdated();
102 
103  int GetTransformUpdateCount();
104 
105  void AddCallback(iEntityCallback *apCallback);
106  void RemoveCallback(iEntityCallback *apCallback);
107 
108  void SetSourceFile(const tString &asFile) { msSourceFile = asFile; }
109  const tString &GetSourceFile() { return msSourceFile; }
110 
111  virtual cBoundingVolume *GetBoundingVolume() { return &mBoundingVolume; }
112 
116  void AddChild(iEntity3D *apEntity);
117  void RemoveChild(iEntity3D *apEntity);
118  bool IsChild(iEntity3D *apEntity);
119  iEntity3D *GetEntityParent();
120 
121  virtual tRenderContainerDataList *GetRenderContainerDataList() { return &mlstRenderContainerData; }
122 
123  inline int GetIteratorCount() { return mlIteratorCount; }
124  inline void SetIteratorCount(const int alX) { mlIteratorCount = alX; }
125 
126  inline void SetCurrentSector(cSector *apSetor) { mpCurrentSector = apSetor; }
127  virtual cSector *GetCurrentSector() const { return mpCurrentSector; }
128 
129  bool IsInSector(cSector *apSector);
130 
131  inline int GetGlobalRenderCount() { return mlGlobalRenderCount; }
132  inline void SetGlobalRenderCount(int alX) { mlGlobalRenderCount = alX; }
133 
134  // SaveObject implementation
135  virtual iSaveData *CreateSaveData();
136  virtual void SaveToSaveData(iSaveData *apSaveData);
137  virtual void LoadFromSaveData(iSaveData *apSaveData);
138  virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
139 
140 protected:
141  cMatrixf m_mtxLocalTransform;
142  cMatrixf m_mtxWorldTransform;
143 
144  cBoundingVolume mBoundingVolume;
145  bool mbUpdateBoundingVolume;
146  bool mbApplyTransformToBV; // Only temp!!
147 
148  bool mbTransformUpdated;
149 
150  int mlGlobalRenderCount;
151 
152  int mlCount;
153 
154  tString msSourceFile;
155 
156  tEntityCallbackList mlstCallbacks;
157 
158  tRenderContainerDataList mlstRenderContainerData;
159 
160  tEntity3DList mlstChildren;
161  iEntity3D *mpParent;
162 
163  cSector *mpCurrentSector;
164 
165  int mlIteratorCount;
166 
167 private:
168  void UpdateWorldTransform();
169 };
170 
171 } // namespace hpl
172 
173 #endif // HPL_ENTITY3D_H
Definition: PortalContainer.h:181
Definition: AI.h:36
Definition: Game.h:91
Definition: str.h:59
Definition: BoundingVolume.h:71
Definition: SaveGame.h:130
Definition: Entity3D.h:57
Definition: SaveGame.h:111
Definition: Container.h:219
Definition: Entity3D.h:81
Definition: list_intern.h:51
Definition: Entity3D.h:44
Definition: SaveGame.h:183
Definition: Entity.h:50