//**************************************************************************** //* MODULE: Gfx //* FILENAME: p_nxGeom.h //* OWNER: Gary Jesdanun //* CREATION DATE: 3/5/2002 //**************************************************************************** #ifndef __GFX_P_NX_GEOM_H__ #define __GFX_P_NX_GEOM_H__ #include "gfx/nxgeom.h" #include "gfx/xbox/p_nxsector.h" #include "gfx/xbox/p_nxmesh.h" namespace Mth { class Matrix; } namespace NxXbox { class CInstance; } namespace Nx { /******************************************************************/ /* */ /* */ /******************************************************************/ ///////////////////////////////////////////////////////////////////////////////////// // // Here's a machine specific implementation of the CGeom class CXboxGeom : public CGeom { public: CXboxGeom(); virtual ~CXboxGeom(); void SetInstance( NxXbox::CInstance *p_instance ) { mp_instance = p_instance; } NxXbox::CInstance *GetInstance( void ) { return mp_instance; } void InitMeshList(); void ClearMeshList(); void AddMesh( NxXbox::sMesh * ); Lst::Head< NxXbox::sMesh > *GetMeshList(); void CreateMeshArray(); bool RegisterMeshArray( bool just_count ); void DestroyMeshArray( void ); const Mth::CBBox & GetBoundingBox( void ) { return m_bbox; } void SetScene( CXboxScene *p_scene ) { mp_scene = p_scene; } NxXbox::sScene *GenerateScene( void ); private: // It's all private, as it is machine specific virtual bool plat_load_geom_data( CMesh *pMesh, CModel *pModel, bool color_per_material ); virtual void plat_finalize( void ); virtual void plat_set_active( bool active ); virtual bool plat_is_active( void ) const; virtual const Mth::CBBox & plat_get_bounding_box( void ) const; virtual const Mth::Vector plat_get_bounding_sphere( void ) const; virtual void plat_set_bounding_sphere( const Mth::Vector& boundingSphere ); virtual const Mth::Vector & plat_get_world_position( void ) const; virtual void plat_set_world_position( const Mth::Vector& pos ); virtual const Mth::Matrix & plat_get_orientation( void ) const; virtual void plat_set_orientation( const Mth::Matrix& orient ); virtual void plat_set_scale( const Mth::Vector & scale ); virtual Mth::Vector plat_get_scale( void ) const; virtual void plat_rotate_y( Mth::ERot90 rot ); virtual bool plat_render( Mth::Matrix* pRootMatrix, Mth::Matrix* ppBoneMatrices, int numBones ); virtual void plat_set_bone_matrix_data( Mth::Matrix* pBoneMatrices, int numBones ); virtual bool plat_hide_polys( uint32 mask ); virtual uint32 plat_get_visibility( void ) const; virtual void plat_set_visibility( uint32 mask ); virtual void plat_set_color( Image::RGBA rgba ); virtual void plat_clear_color( void ); virtual Image::RGBA plat_get_color( void ) const; virtual int plat_get_num_render_verts( void ); virtual void plat_get_render_verts( Mth::Vector *p_verts ); virtual void plat_get_render_colors( Image::RGBA *p_colors ); virtual void plat_set_render_verts( Mth::Vector *p_verts ); virtual void plat_set_render_colors( Image::RGBA *p_colors ); virtual void plat_set_model_lights( CModelLights* p_model_lights ); virtual void plat_set_uv_wibble_params( float u_vel, float u_amp, float u_freq, float u_phase, float v_vel, float v_amp, float v_freq, float v_phase ); virtual void plat_use_explicit_uv_wibble( bool yes ); virtual void plat_set_uv_wibble_offsets( float u_offset, float v_offset ); virtual bool plat_set_uv_wibble_offsets( uint32 mat_name_checksum, int pass, float u_offset, float v_offset ); virtual bool plat_set_uv_matrix( uint32 mat_name_checksum, int pass, const Mth::Matrix& mat ); virtual bool plat_set_material_color( uint32 mat_name_checksum, int pass, Image::RGBA rgba ); virtual bool plat_allocate_uv_matrix_params( uint32 mat_checksum, int pass ); virtual CXboxGeom* plat_clone( bool instance, CScene *p_dest_scene = NULL ); virtual CXboxGeom* plat_clone( bool instance, CModel *p_dest_model ); public: Mth::CBBox m_bbox; CXboxScene * mp_scene; Lst::Head< NxXbox::sMesh > *mp_init_mesh_list; NxXbox::sMesh ** m_mesh_array; uint m_num_mesh; uint32 m_visible; bool m_active; private: NxXbox::CInstance *mp_instance; CXboxMesh *mp_mesh; // Used for obtaining CAS poly removal data. Mth::Vector m_scale; }; /******************************************************************/ /* */ /* */ /******************************************************************/ } // Nx #endif