mirror of
https://github.com/microsoft/Microsoft-3D-Movie-Maker.git
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144 lines
4.3 KiB
C++
144 lines
4.3 KiB
C++
/* Copyright (c) Microsoft Corporation.
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Licensed under the MIT License. */
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/*************************************************************************
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body.h: Body class
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Primary Author: ******
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Review Status: REVIEWED - any changes to this file must be reviewed!
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BASE ---> BODY
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*************************************************************************/
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#ifndef BODY_H
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#define BODY_H
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/****************************************
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The BODY class
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****************************************/
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typedef class BODY *PBODY;
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#define BODY_PAR BASE
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#define kclsBODY 'BODY'
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class BODY : public BODY_PAR
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{
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RTCLASS_DEC
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ASSERT
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MARKMEM
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protected:
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static BMTL *_pbmtlHilite; // hilight material
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static BODY *_pbodyClosestClicked;
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static long _dzpClosestClicked;
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static BACT *_pbactClosestClicked;
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BACT *_prgbact; // array of BACTs
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PGL _pglibset; // body part set IDs
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long _cbset; // count of body part sets
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PCMTL *_prgpcmtl; // array of PCMTLs -- one per body part set
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long _cbactPart; // count of model body parts in body
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long _cactHidden; // for Show() / Hide()
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PBWLD _pbwld; // world that body lives in
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RC _rcBounds; // bounds of body after last render
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RC _rcBoundsLastVis;// bounds of body last time it was visible
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bool _fFound; // is the actor found under the mouse?
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long _ibset; // which body part got hit.
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protected:
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BODY(void) {} // can't instantiate directly; must use PbodyNew
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void _DestroyShape(void);
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bool _FInit(PGL pglibactPar, PGL pglibset);
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bool _FInitShape(PGL pglibactPar, PGL pglibset);
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PBACT _PbactRoot(void) // ptr to root BACT
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{ return _prgbact; }
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PBACT _PbactHilite(void) // ptr to hilite BACT
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{ return _prgbact + 1; } // skip root BACT
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PBACT _PbactPart(long ipart) // ptr to ipart'th body part
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{ return _prgbact + 1 + 1 + ipart; } // skip root and hilite BACTs
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long _Cbact(void) // count in _prgbact
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{ return 1 + 1 + _cbactPart; } // root, hilite, and body part BACTs
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long _Ibset(long ipart) // body part set that this part belongs to
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{ return *(short *)_pglibset->QvGet(ipart);}
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void _RemoveMaterial(long ibset);
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// Callbacks from BRender:
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static int BR_CALLBACK _FFilterSearch(BACT *pbact, PBMDL pbmdl,
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PBMTL pbmtl, BVEC3 *pbvec3RayPos, BVEC3 *pbvec3RayDir, BRS dzpNear,
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BRS dzpFar, void *pvArg);
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static void _BactRendered(PBACT pbact, RC *prc);
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static void _PrepareToRender(PBACT pbact);
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static void _GetRc(PBACT pbact, RC *prc);
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public:
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static PBODY PbodyNew(PGL pglibactPar, PGL pglibset);
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static PBODY PbodyFromBact(BACT *pbact, long *pibset = pvNil);
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static PBODY PbodyClicked(long xp, long yp, PBWLD pbwld, long *pibset = pvNil);
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~BODY(void);
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PBODY PbodyDup(void);
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void Restore(PBODY pbodyDup);
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static int BR_CALLBACK _FFilter(BACT *pbact, PBMDL pbmdl, PBMTL pbmtl,
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BVEC3 *pbvec3RayPos, BVEC3 *pbvec3RayDir, BRS dzpNear, BRS dzpFar,
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void *pv);
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bool FChangeShape(PGL pglibactPar, PGL pglibset);
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void SetBwld(PBWLD pbwld) { _pbwld = pbwld; }
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void Show(void);
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void Hide(void);
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void Hilite(void);
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void Unhilite(void);
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static void SetHiliteColor(long iclr);
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void LocateOrient(BRS xr, BRS yr, BRS zr, BMAT34 *pbmat34);
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void SetPartModel(long ibact, MODL *pmodl);
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void SetPartMatrix(long ibact, BMAT34 *pbmat34);
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void SetPartSetMtrl(long ibset, MTRL *pmtrl);
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void SetPartSetCmtl(CMTL *pcmtl);
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void GetPartSetMaterial(long ibset, bool *pfMtrl, MTRL **ppmtrl,
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CMTL **ppcmtl);
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long Cbset() { return _cbset; }
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void GetBcbBounds(BCB *pbcb, bool fWorld = fFalse);
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void GetRcBounds(RC *prc);
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void GetCenter(long *pxp, long *pyp);
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void GetPosition(BRS *pxr, BRS *pyr, BRS *pzr);
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bool FPtInBody(long xp, long yp, long *pibset);
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bool FIsInView(void);
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};
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/****************************************
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The COST class, which is used to
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save and restore a BODY's entire
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costume for unwinding purposes
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****************************************/
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typedef class COST *PCOST;
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#define COST_PAR BASE
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#define kclsCOST 'COST'
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class COST : public COST_PAR
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{
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RTCLASS_DEC
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ASSERT
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MARKMEM
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private:
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long _cbset; // count of body part sets in _prgpo
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BASE **_prgpo; // array of MTRLs and CMTLs
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private:
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void _Clear(void); // release _prgpo and material references
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public:
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COST(void);
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~COST(void);
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bool FGet(PBODY pbody); // read and store BODY's costume
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// replace BODY's costume with this one
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void Set(PBODY pbody, bool fAllowDifferentShape = fFalse);
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};
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#endif // !BODY_H
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