1 /* ResidualVM - A 3D game interpreter
2 *
3 * ResidualVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the AUTHORS
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (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, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "engines/stark/visual/actor.h"
24
25 #include "engines/stark/model/model.h"
26 #include "engines/stark/model/animhandler.h"
27 #include "engines/stark/gfx/driver.h"
28 #include "engines/stark/gfx/texture.h"
29 #include "engines/stark/scene.h"
30 #include "engines/stark/services/services.h"
31
32 namespace Stark {
33
VisualActor()34 VisualActor::VisualActor() :
35 Visual(TYPE),
36 _animHandler(nullptr),
37 _model(nullptr),
38 _textureSet(nullptr),
39 _textureSetFacial(nullptr),
40 _time(0),
41 _modelIsDirty(true),
42 _faceTextureName(' ') {
43 }
44
~VisualActor()45 VisualActor::~VisualActor() {
46 }
47
setModel(Model * model)48 void VisualActor::setModel(Model *model) {
49 if (_model == model) {
50 return; // Nothing to do
51 }
52
53 _model = model;
54 _modelIsDirty = true;
55 }
56
setAnimHandler(AnimHandler * animHandler)57 void VisualActor::setAnimHandler(AnimHandler *animHandler) {
58 _animHandler = animHandler;
59 }
60
setAnim(SkeletonAnim * anim)61 void VisualActor::setAnim(SkeletonAnim *anim) {
62 _animHandler->setAnim(anim);
63 }
64
setTexture(Gfx::TextureSet * texture)65 void VisualActor::setTexture(Gfx::TextureSet *texture) {
66 _textureSet = texture;
67 }
68
setTextureFacial(Gfx::TextureSet * textureFacial)69 void VisualActor::setTextureFacial(Gfx::TextureSet *textureFacial) {
70 _textureSetFacial = textureFacial;
71 }
72
setNewFace(char shape)73 void VisualActor::setNewFace(char shape) {
74 _faceTextureName = shape;
75 }
76
resolveTexture(const Material * material) const77 const Gfx::Texture *VisualActor::resolveTexture(const Material *material) const {
78 const Gfx::Texture *texture = nullptr;
79 if (_textureSetFacial && material->name == "face") {
80 texture = _textureSetFacial->getTexture(Common::String::format("%c.bmp", _faceTextureName));
81
82 if (!texture) {
83 // Default face texture in case the requested shape was not found
84 texture = _textureSetFacial->getTexture("i.bmp");
85 }
86 }
87
88 if (!texture) {
89 texture = _textureSet->getTexture(material->texture);
90 }
91
92 return texture;
93 }
94
setTime(uint32 time)95 void VisualActor::setTime(uint32 time) {
96 _time = time;
97 }
98
getModelMatrix(const Math::Vector3d & position,float direction)99 Math::Matrix4 VisualActor::getModelMatrix(const Math::Vector3d &position, float direction) {
100 Math::Matrix4 modelMatrix;
101 modelMatrix.setPosition(position);
102
103 Math::Angle swayAngle = StarkScene->getSwayAngle();
104 if (swayAngle != 0) {
105 Math::Quaternion swayRotation = Math::Quaternion(StarkScene->getSwayDirection(), swayAngle / 2.0);
106 modelMatrix = modelMatrix * swayRotation.toMatrix();
107 }
108
109 float floatOffset = StarkScene->getFloatOffset();
110 if (floatOffset != 0) {
111 Math::Matrix4 floatTranslation;
112 floatTranslation.setPosition(Math::Vector3d(0, 0, floatOffset));
113 modelMatrix = modelMatrix * floatTranslation;
114 }
115
116 Math::Matrix4 rot1;
117 rot1.buildAroundX(90);
118
119 Math::Matrix4 rot2;
120 rot2.buildAroundY(270 - direction);
121
122 Math::Matrix4 scale;
123 scale.setValue(2, 2, -1.0f);
124
125 return modelMatrix * rot1 * rot2 * scale;
126 }
127
intersectRay(const Math::Ray & ray,const Math::Vector3d & position,float direction)128 bool VisualActor::intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction) {
129 Math::Matrix4 inverseModelMatrix = getModelMatrix(position, direction);
130 inverseModelMatrix.inverse();
131
132 // Build an object local ray from the world ray
133 Math::Ray localRay = ray;
134 localRay.transform(inverseModelMatrix);
135
136 return _model->intersectRay(localRay);
137 }
138
resetBlending()139 void VisualActor::resetBlending() {
140 if (_animHandler) {
141 _animHandler->resetBlending();
142 }
143 }
144
145 } // End of namespace Stark
146