ScummVM API documentation
xframe_node.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 * This file is based on WME.
24 * http://dead-code.org/redir.php?target=wme
25 * Copyright (c) 2003-2013 Jan Nedoma and contributors
26 */
27
28#ifndef WINTERMUTE_XFRAME_NODE_H
29#define WINTERMUTE_XFRAME_NODE_H
30
31#include "engines/wintermute/base/base_named_object.h"
32#include "engines/wintermute/base/gfx/xmesh.h"
33#include "engines/wintermute/base/gfx/xmodel.h"
34#include "engines/wintermute/coll_templ.h"
35
36namespace Wintermute {
37
38class XModel;
39class XFileData;
40class BaseSprite;
41class Effect3D;
42class Effect3DParams;
43
44class FrameNode : public BaseNamedObject {
45public:
46 FrameNode(BaseGame *inGame);
47 virtual ~FrameNode();
48
49 bool updateMatrices(DXMatrix *parentMat);
50 bool updateMeshes();
51 bool resetMatrices();
52 bool render(XModel *model);
53 bool renderFlatShadowModel(uint32 shadowColor);
54 bool updateShadowVol(ShadowVolume *shadow, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth);
55
56 bool loadFromXData(const char *filename, XModel *model, XFileData *xobj);
57 bool mergeFromXData(const char *filename, XModel *model, XFileData *xobj);
58 bool findBones(FrameNode *rootFrame);
59 FrameNode *findFrame(const char *frameName);
60 DXMatrix *getCombinedMatrix();
61 DXMatrix *getOriginalMatrix();
62 void setTransformationMatrix(DXMatrix *mat);
63 bool pickPoly(DXVector3 *pickRayOrig, DXVector3 *pickRayDir);
64 bool getBoundingBox(DXVector3 *boxStart, DXVector3 *boxEnd);
65
66 void setTransformation(int slot, DXVector3 pos, DXVector3 scale, DXQuaternion rot, float lerpValue);
67
68 bool hasChildren();
69
70 bool setMaterialSprite(char *matName, BaseSprite *sprite);
71 bool setMaterialTheora(char *matName, VideoTheoraPlayer *theora);
72 bool setMaterialEffect(char *matName, Effect3D *effect, Effect3DParams *params);
73 bool removeMaterialEffect(const char *matName);
74
75 bool invalidateDeviceObjects();
76 bool restoreDeviceObjects();
77
78protected:
80 BaseArray<XMesh *> _meshes;
81
82 DXMatrix _transformationMatrix;
83 DXMatrix _originalMatrix;
84 DXMatrix _combinedMatrix;
85
86 DXVector3 _transPos[2];
87 DXVector3 _transScale[2];
88 DXQuaternion _transRot[2];
89 bool _transUsed[2];
90 float _lerpValue[2];
91};
92
93} // namespace Wintermute
94
95#endif
Definition: coll_templ.h:345
Definition: base_game.h:79
Definition: base_named_object.h:36
Definition: base_sprite.h:40
Definition: 3deffect.h:36
Definition: 3deffect_params.h:36
Definition: xframe_node.h:44
Definition: 3dshadow_volume.h:49
Definition: video_theora_player.h:41
Definition: xfile_loader.h:459
Definition: xmodel.h:54
Definition: xmath.h:139
Definition: xmath.h:115
Definition: xmath.h:72