85 lines
2.4 KiB
C++
85 lines
2.4 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/stark/visual/prop.h"
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#include "engines/stark/formats/biffmesh.h"
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#include "engines/stark/gfx/driver.h"
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#include "engines/stark/gfx/texture.h"
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namespace Stark {
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VisualProp::VisualProp() :
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Visual(TYPE),
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_model(nullptr),
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_texture(nullptr) {
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}
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VisualProp::~VisualProp() {
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delete _model;
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delete _texture;
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}
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void VisualProp::setModel(Formats::BiffMesh *model) {
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assert(!_model);
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_model = model;
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const Common::Array<Formats::BiffMesh::Vertex> &vertices = _model->getVertices();
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for (uint i = 0; i < vertices.size(); i++) {
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_boundingBox.expand(vertices[i].position);
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}
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}
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void VisualProp::setTexture(Gfx::TextureSet *texture) {
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assert(!_texture);
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_texture = texture;
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}
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Math::Matrix4 VisualProp::getModelMatrix(const Math::Vector3d& position, float direction) {
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Math::Matrix4 posMatrix;
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posMatrix.setPosition(position);
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Math::Matrix4 rot1;
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rot1.buildAroundX(90);
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Math::Matrix4 rot2;
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rot2.buildAroundY(270 - direction);
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Math::Matrix4 modelTransform = _model->getTransform();
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return posMatrix * rot1 * rot2 * modelTransform;
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}
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bool VisualProp::intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction) {
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Math::Matrix4 inverseModelMatrix = getModelMatrix(position, direction);
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inverseModelMatrix.inverse();
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// Build an object local ray from the world ray
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Math::Ray localRay = ray;
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localRay.transform(inverseModelMatrix);
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return localRay.intersectAABB(_boundingBox);
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}
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} // End of namespace Stark
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