/
AnimationRender.h
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AnimationRender.h
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/*
* Copyright 2011-2012 Arx Libertatis Team (see the AUTHORS file)
*
* This file is part of Arx Libertatis.
*
* Arx Libertatis is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Arx Libertatis 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Arx Libertatis. If not, see <http://www.gnu.org/licenses/>.
*/
/* Based on:
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
Arx Fatalis Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public
License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
Arx Fatalis Source Code 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 General Public License for more details.
You should have received a copy of the GNU General Public License along with Arx Fatalis Source Code. If not, see
<http://www.gnu.org/licenses/>.
In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef ARX_ANIMATION_ANIMATIONRENDER_H
#define ARX_ANIMATION_ANIMATIONRENDER_H
#include "graphics/BaseGraphicsTypes.h"
#include "graphics/Color.h"
#include "graphics/Math.h"
#include "math/Types.h"
struct EERIE_3DOBJ;
struct ANIM_USE;
class Entity;
struct EERIEMATRIX;
struct EERIE_QUAT;
struct TexturedVertex;
float Cedric_GetInvisibility(Entity *io);
void Cedric_ApplyLightingFirstPartRefactor(Entity *io);
void PopAllTriangleList(bool clear = true);
void PopAllTriangleListTransparency();
void ARX_DrawPrimitive(TexturedVertex *, TexturedVertex *, TexturedVertex *, float _fAdd = 0.0f);
struct TransformInfo {
Vec3f pos;
EERIE_QUAT rotation;
float scale;
Vec3f offset;
TransformInfo()
: pos(Vec3f_ZERO)
, scale(1.f)
, offset(Vec3f_ZERO)
{
Quat_Init(&rotation);
}
TransformInfo(Vec3f pos, EERIE_QUAT rotation, float scale = 1.f, Vec3f offset = Vec3f_ZERO)
: pos(pos)
, rotation(rotation)
, scale(scale)
, offset(offset)
{}
};
void UpdateBbox2d(EERIE_3DOBJ *eobj, EERIE_2D_BBOX & box2D);
void DrawEERIEInter_ModelTransform(EERIE_3DOBJ *eobj, const TransformInfo &t);
void DrawEERIEInter_ViewProjectTransform(EERIE_3DOBJ *eobj);
void DrawEERIEInter_Render(EERIE_3DOBJ *eobj, const TransformInfo &t, Entity *io, float invisibility = 0.f);
void DrawEERIEInter(EERIE_3DOBJ *eobj, const TransformInfo & t, Entity *io, bool forceDraw = false, float invisibility = 0.f);
void EERIEDrawAnimQuatUpdate(EERIE_3DOBJ *eobj, ANIM_USE * animlayer,const Anglef & angle, const Vec3f & pos, unsigned long time, Entity *io, bool update_movement);
void EERIEDrawAnimQuatRender(EERIE_3DOBJ *eobj, const Vec3f & pos, Entity *io, float invisibility);
void EERIEDrawAnimQuat(EERIE_3DOBJ *eobj, ANIM_USE * animlayer, const Anglef & angle, const Vec3f & pos, unsigned long time, Entity *io, bool update_movement = true, float invisibility = 0.f);
void AnimatedEntityUpdate(Entity * entity, float time);
void AnimatedEntityRender(Entity * entity, float invisibility);
#endif // ARX_ANIMATION_ANIMATIONRENDER_H