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actor.h
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actor.h
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/* Residual - A 3D game interpreter
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#ifndef STARK_ACTOR_H
#define STARK_ACTOR_H
#include "engines/stark/sceneelement.h"
#include "graphics/vector3d.h"
#include "common/str.h"
#include "common/array.h"
namespace Common {
class ReadStream;
class Archive;
}
namespace Stark {
class Skeleton;
class Texture;
class VertNode {
public:
Graphics::Vector3d _pos1, _pos2;
Graphics::Vector3d _normal;
float _texS, _texT;
uint32 _bone1, _bone2;
float _boneWeight;
};
class TriNode {
public:
uint32 _vert1, _vert2, _vert3;
};
class FaceNode {
public:
FaceNode() { }
~FaceNode() {
for (Common::Array<VertNode *>::iterator it = _verts.begin(); it != _verts.end(); ++it)
delete *it;
for (Common::Array<TriNode *>::iterator it = _tris.begin(); it != _tris.end(); ++it)
delete *it;
}
uint32 _matIdx;
Common::Array<VertNode *> _verts;
Common::Array<TriNode *> _tris;
};
class MeshNode {
public:
MeshNode() { }
~MeshNode() {
Common::Array<FaceNode *>::iterator it = _faces.begin();
while (it != _faces.end()) {
delete *it;
++it;
}
}
Common::String _name;
Common::Array<FaceNode *> _faces;
};
class MaterialNode {
public:
Common::String _name;
uint32 _unknown1;
Common::String _texName;
float _r, _g, _b;
};
class UnknownNode {
public:
float _u1, _u2, _u3, _u4;
};
/**
* Base object for handling 3D actors
*/
class Actor {
public:
Actor();
~Actor();
/**
* Try and initialise object from the specified stream
*/
bool readFromStream(Common::ReadStream *stream);
const Common::Array<MeshNode *> &getMeshes() const { return _meshes; }
const Common::Array<MaterialNode *> &getMaterials() const { return _materials; }
Skeleton *getSkeleton() const { return _skeleton; }
const Texture *getTexture() const { return _texture; }
/**
* Load animation data from the specified stream
*/
bool setAnim(Common::ReadStream *stream);
/**
* Load texture data from the specified stream
*/
bool setTexture(Common::ReadStream *stream);
private:
uint32 _id;
Common::Array<MaterialNode *> _materials;
Common::Array<MeshNode *> _meshes;
Skeleton *_skeleton;
Texture *_texture;
};
class SceneElementActor : public SceneElement {
private:
SceneElementActor();
public:
~SceneElementActor();
static SceneElementActor *load(const Common::Archive *archive, const Common::String &name);
bool setAnim(const Common::Archive *archive, const Common::String &name);
bool setTexture(const Common::Archive *archive, const Common::String &name);
void update(uint32 delta);
void render(GfxDriver *gfx);
private:
Actor *_actor;
};
} // End of namespace Stark
#endif // STARK_ACTOR_H