Ykkrosh
b08e142193
Add shadow filtering (PCF) option. Fix ugly shadow saturation in old lighting mode. Fix fancy water shader. Fix camera matrix computation. Support scissoring of camera frustum. Optimise vertex skinning. Inline various matrix functions. Support filtering of the list of submitted models before a rendering pass, for more precise culling. Optimise water renderer (fixes #721, based on patch by ortalo). Use scissoring when generating reflection/refraction textures. Skip reflection/refraction texture generation when no water is visible. Render alpha-blended objects differently (fixes #434). Reduce shadow swimming effects. This was SVN commit r9814.
538 lines
15 KiB
C++
538 lines
15 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Mesh object with texture and skinning information
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*/
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#include "precompiled.h"
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#include "Model.h"
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#include "ModelDef.h"
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#include "maths/Quaternion.h"
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#include "maths/Bound.h"
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#include "SkeletonAnim.h"
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#include "SkeletonAnimDef.h"
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#include "SkeletonAnimManager.h"
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#include "MeshManager.h"
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#include "ObjectEntry.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "lib/res/h_mgr.h"
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#include "ps/Profile.h"
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#include "ps/CLogger.h"
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Constructor
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CModel::CModel(CSkeletonAnimManager& skeletonAnimManager)
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: m_Flags(0), m_Anim(NULL), m_AnimTime(0),
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m_BoneMatrices(NULL), m_InverseBindBoneMatrices(NULL),
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m_AmmoPropPoint(NULL), m_AmmoLoadedProp(0),
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m_SkeletonAnimManager(skeletonAnimManager)
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{
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Destructor
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CModel::~CModel()
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{
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ReleaseData();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// ReleaseData: delete anything allocated by the model
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void CModel::ReleaseData()
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{
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delete[] m_BoneMatrices;
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delete[] m_InverseBindBoneMatrices;
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for (size_t i = 0; i < m_Props.size(); ++i)
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delete m_Props[i].m_Model;
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m_Props.clear();
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m_pModelDef = CModelDefPtr();
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m_Texture.reset();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// InitModel: setup model from given geometry
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bool CModel::InitModel(const CModelDefPtr& modeldef)
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{
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// clean up any existing data first
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ReleaseData();
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m_pModelDef = modeldef;
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size_t numBones = modeldef->GetNumBones();
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if (numBones != 0)
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{
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size_t numBlends = modeldef->GetNumBlends();
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// allocate matrices for bone transformations
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m_BoneMatrices = new CMatrix3D[numBones + numBlends];
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for (size_t i = 0; i < numBones + numBlends; ++i)
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{
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m_BoneMatrices[i].SetIdentity();
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}
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m_InverseBindBoneMatrices = new CMatrix3D[numBones];
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// store default pose until animation assigned
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CBoneState* defpose = modeldef->GetBones();
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for (size_t i = 0; i < numBones; ++i)
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{
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m_InverseBindBoneMatrices[i].SetIdentity();
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m_InverseBindBoneMatrices[i].Translate(-defpose[i].m_Translation);
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m_InverseBindBoneMatrices[i].Rotate(defpose[i].m_Rotation.GetInverse());
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}
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}
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m_PositionValid = true;
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CalcBound: calculate the world space bounds of this model
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void CModel::CalcBounds()
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{
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// Need to calculate the object bounds first, if that hasn't already been done
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if (! (m_Anim && m_Anim->m_AnimDef))
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{
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if (m_ObjectBounds.IsEmpty())
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CalcObjectBounds();
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}
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else
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{
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if (m_Anim->m_ObjectBounds.IsEmpty())
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CalcAnimatedObjectBound(m_Anim->m_AnimDef, m_Anim->m_ObjectBounds);
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ENSURE(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
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m_ObjectBounds = m_Anim->m_ObjectBounds;
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}
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// Ensure the transform is set correctly before we use it
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ValidatePosition();
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m_ObjectBounds.Transform(GetTransform(), m_Bounds);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CalcObjectBounds: calculate object space bounds of this model, based solely on vertex positions
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void CModel::CalcObjectBounds()
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{
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m_ObjectBounds.SetEmpty();
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size_t numverts=m_pModelDef->GetNumVertices();
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SModelVertex* verts=m_pModelDef->GetVertices();
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for (size_t i=0;i<numverts;i++) {
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m_ObjectBounds+=verts[i].m_Coords;
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CalcAnimatedObjectBound: calculate bounds encompassing all vertex positions for given animation
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void CModel::CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result)
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{
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result.SetEmpty();
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// Set the current animation on which to perform calculations (if it's necessary)
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if (anim != m_Anim->m_AnimDef)
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{
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CSkeletonAnim dummyanim;
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dummyanim.m_AnimDef=anim;
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if (!SetAnimation(&dummyanim)) return;
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}
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size_t numverts=m_pModelDef->GetNumVertices();
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SModelVertex* verts=m_pModelDef->GetVertices();
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// Remove any transformations, so that we calculate the bounding box
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// at the origin. The box is later re-transformed onto the object, without
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// having to recalculate the size of the box.
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CMatrix3D transform, oldtransform = GetTransform();
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CModelAbstract* oldparent = m_Parent;
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m_Parent = 0;
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transform.SetIdentity();
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CRenderableObject::SetTransform(transform);
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// Following seems to stomp over the current animation time - which, unsurprisingly,
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// introduces artefacts in the currently playing animation. Save it here and restore it
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// at the end.
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float AnimTime = m_AnimTime;
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// iterate through every frame of the animation
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for (size_t j=0;j<anim->GetNumFrames();j++) {
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m_PositionValid = false;
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ValidatePosition();
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// extend bounds by vertex positions at the frame
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for (size_t i=0;i<numverts;i++)
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{
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result += CModelDef::SkinPoint(verts[i], GetAnimatedBoneMatrices());
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}
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// advance to next frame
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m_AnimTime += anim->GetFrameTime();
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}
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m_PositionValid = false;
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m_Parent = oldparent;
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SetTransform(oldtransform);
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m_AnimTime = AnimTime;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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const CBound CModel::GetBoundsRec()
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{
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CBound bounds = GetBounds();
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for (size_t i = 0; i < m_Props.size(); ++i)
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bounds += m_Props[i].m_Model->GetBoundsRec();
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return bounds;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// BuildAnimation: load raw animation frame animation from given file, and build a
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// animation specific to this model
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CSkeletonAnim* CModel::BuildAnimation(const VfsPath& pathname, const CStr& name, float speed, float actionpos, float actionpos2)
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{
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CSkeletonAnimDef* def = m_SkeletonAnimManager.GetAnimation(pathname);
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if (!def)
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return NULL;
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CSkeletonAnim* anim = new CSkeletonAnim();
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anim->m_Name = name;
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anim->m_AnimDef = def;
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anim->m_Speed = speed;
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if (actionpos == -1.f)
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anim->m_ActionPos = -1.f;
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else
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anim->m_ActionPos = actionpos * anim->m_AnimDef->GetDuration();
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if (actionpos2 == -1.f)
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anim->m_ActionPos2 = -1.f;
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else
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anim->m_ActionPos2 = actionpos2 * anim->m_AnimDef->GetDuration();
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anim->m_ObjectBounds.SetEmpty();
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InvalidateBounds();
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return anim;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Update: update this model to the given time, in msec
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void CModel::UpdateTo(float time)
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{
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// update animation time, but don't calculate bone matrices - do that (lazily) when
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// something requests them; that saves some calculation work for offscreen models,
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// and also assures the world space, inverted bone matrices (required for normal
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// skinning) are up to date with respect to m_Transform
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m_AnimTime = time;
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// mark vertices as dirty
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SetDirty(RENDERDATA_UPDATE_VERTICES);
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// mark matrices as dirty
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InvalidatePosition();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// InvalidatePosition
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void CModel::InvalidatePosition()
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{
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m_PositionValid = false;
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for (size_t i = 0; i < m_Props.size(); ++i)
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m_Props[i].m_Model->InvalidatePosition();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// ValidatePosition: ensure that current transform and bone matrices are both uptodate
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void CModel::ValidatePosition()
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{
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if (m_PositionValid)
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{
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ENSURE(!m_Parent || m_Parent->m_PositionValid);
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return;
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}
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if (m_Parent && !m_Parent->m_PositionValid)
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{
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// Make sure we don't base our calculations on
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// a parent animation state that is out of date.
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m_Parent->ValidatePosition();
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// Parent will recursively call our validation.
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ENSURE(m_PositionValid);
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return;
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}
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if (m_Anim && m_BoneMatrices)
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{
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// PROFILE( "generating bone matrices" );
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ENSURE(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
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m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime, m_BoneMatrices, !(m_Flags & MODELFLAG_NOLOOPANIMATION));
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const CMatrix3D& transform = GetTransform();
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for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++)
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m_BoneMatrices[i].Concatenate(transform);
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}
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else if (m_BoneMatrices)
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{
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// Bones but no animation - probably a buggy actor forgot to set up the animation,
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// so just render it in its bind pose
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const CMatrix3D& transform = GetTransform();
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for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++)
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{
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m_BoneMatrices[i].SetIdentity();
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m_BoneMatrices[i].Rotate(m_pModelDef->GetBones()[i].m_Rotation);
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m_BoneMatrices[i].Translate(m_pModelDef->GetBones()[i].m_Translation);
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m_BoneMatrices[i].Concatenate(transform);
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}
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}
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m_PositionValid = true;
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// re-position and validate all props
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for (size_t j = 0; j < m_Props.size(); ++j)
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{
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const Prop& prop=m_Props[j];
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CMatrix3D proptransform = prop.m_Point->m_Transform;;
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if (prop.m_Point->m_BoneIndex != 0xff)
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proptransform.Concatenate(m_BoneMatrices[prop.m_Point->m_BoneIndex]);
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else
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proptransform.Concatenate(m_Transform);
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prop.m_Model->SetTransform(proptransform);
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prop.m_Model->ValidatePosition();
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}
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if (m_BoneMatrices)
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{
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for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++)
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{
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m_BoneMatrices[i] = m_BoneMatrices[i] * m_InverseBindBoneMatrices[i];
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}
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m_pModelDef->BlendBoneMatrices(m_BoneMatrices);
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SetAnimation: set the given animation as the current animation on this model;
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// return false on error, else true
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bool CModel::SetAnimation(CSkeletonAnim* anim, bool once)
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{
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m_Anim = NULL; // in case something fails
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if (anim)
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{
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m_Flags &= ~MODELFLAG_NOLOOPANIMATION;
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if (once)
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m_Flags |= MODELFLAG_NOLOOPANIMATION;
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if (!m_BoneMatrices && anim->m_AnimDef)
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{
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// not boned, can't animate
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return false;
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}
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if (m_BoneMatrices && !anim->m_AnimDef)
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{
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// boned, but animation isn't valid
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// (e.g. the default (static) idle animation on an animated unit)
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return false;
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}
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if (anim->m_AnimDef && anim->m_AnimDef->GetNumKeys() != m_pModelDef->GetNumBones())
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{
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// mismatch between model's skeleton and animation's skeleton
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LOGERROR(L"Mismatch between model's skeleton and animation's skeleton (%lu model bones != %lu animation keys)",
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(unsigned long)m_pModelDef->GetNumBones(), (unsigned long)anim->m_AnimDef->GetNumKeys());
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return false;
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}
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// reset the cached bounds when the animation is changed
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m_ObjectBounds.SetEmpty();
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InvalidateBounds();
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// start anim from beginning
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m_AnimTime = 0;
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}
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m_Anim = anim;
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CopyAnimation
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void CModel::CopyAnimationFrom(CModel* source)
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{
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m_Anim = source->m_Anim;
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m_AnimTime = source->m_AnimTime;
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m_Flags &= ~MODELFLAG_CASTSHADOWS;
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if (source->m_Flags & MODELFLAG_CASTSHADOWS)
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m_Flags |= MODELFLAG_CASTSHADOWS;
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m_ObjectBounds.SetEmpty();
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InvalidateBounds();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// AddProp: add a prop to the model on the given point
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void CModel::AddProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry)
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{
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// position model according to prop point position
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model->SetTransform(point->m_Transform);
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model->m_Parent = this;
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Prop prop;
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prop.m_Point = point;
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prop.m_Model = model;
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prop.m_ObjectEntry = objectentry;
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m_Props.push_back(prop);
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}
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void CModel::AddAmmoProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry)
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{
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AddProp(point, model, objectentry);
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m_AmmoPropPoint = point;
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m_AmmoLoadedProp = m_Props.size() - 1;
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m_Props[m_AmmoLoadedProp].m_Hidden = true;
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}
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void CModel::ShowAmmoProp()
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{
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if (m_AmmoPropPoint == NULL)
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return;
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// Show the ammo prop, hide all others on the same prop point
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for (size_t i = 0; i < m_Props.size(); ++i)
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if (m_Props[i].m_Point == m_AmmoPropPoint)
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m_Props[i].m_Hidden = (i != m_AmmoLoadedProp);
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}
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void CModel::HideAmmoProp()
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{
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if (m_AmmoPropPoint == NULL)
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return;
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// Hide the ammo prop, show all others on the same prop point
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for (size_t i = 0; i < m_Props.size(); ++i)
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if (m_Props[i].m_Point == m_AmmoPropPoint)
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m_Props[i].m_Hidden = (i == m_AmmoLoadedProp);
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}
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CModelAbstract* CModel::FindFirstAmmoProp()
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{
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if (m_AmmoPropPoint)
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return m_Props[m_AmmoLoadedProp].m_Model;
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for (size_t i = 0; i < m_Props.size(); ++i)
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{
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CModel* propModel = m_Props[i].m_Model->ToCModel();
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if (propModel)
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{
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CModelAbstract* model = propModel->FindFirstAmmoProp();
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if (model)
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return model;
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}
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}
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return NULL;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Clone: return a clone of this model
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CModelAbstract* CModel::Clone() const
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{
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CModel* clone = new CModel(m_SkeletonAnimManager);
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clone->m_ObjectBounds = m_ObjectBounds;
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clone->InitModel(m_pModelDef);
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clone->SetTexture(m_Texture);
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clone->SetMaterial(m_Material);
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clone->SetAnimation(m_Anim);
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clone->SetFlags(m_Flags);
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for (size_t i = 0; i < m_Props.size(); i++)
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{
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// eek! TODO, RC - need to investigate shallow clone here
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if (m_AmmoPropPoint && i == m_AmmoLoadedProp)
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clone->AddAmmoProp(m_Props[i].m_Point, m_Props[i].m_Model->Clone(), m_Props[i].m_ObjectEntry);
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else
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clone->AddProp(m_Props[i].m_Point, m_Props[i].m_Model->Clone(), m_Props[i].m_ObjectEntry);
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}
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return clone;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SetTransform: set the transform on this object, and reorientate props accordingly
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void CModel::SetTransform(const CMatrix3D& transform)
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{
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// call base class to set transform on this object
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CRenderableObject::SetTransform(transform);
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InvalidatePosition();
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}
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//////////////////////////////////////////////////////////////////////////
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void CModel::AddFlagsRec(int flags)
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{
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m_Flags |= flags;
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for (size_t i = 0; i < m_Props.size(); ++i)
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if (m_Props[i].m_Model->ToCModel())
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m_Props[i].m_Model->ToCModel()->AddFlagsRec(flags);
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}
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void CModel::SetMaterial(const CMaterial &material)
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{
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m_Material = material;
|
|
}
|
|
|
|
void CModel::SetPlayerID(player_id_t id)
|
|
{
|
|
CModelAbstract::SetPlayerID(id);
|
|
|
|
if (id != INVALID_PLAYER)
|
|
m_Material.SetPlayerID(id);
|
|
|
|
for (std::vector<Prop>::iterator it = m_Props.begin(); it != m_Props.end(); ++it)
|
|
it->m_Model->SetPlayerID(id);
|
|
}
|
|
|
|
void CModel::SetShadingColor(const CColor& colour)
|
|
{
|
|
CModelAbstract::SetShadingColor(colour);
|
|
|
|
for (std::vector<Prop>::iterator it = m_Props.begin(); it != m_Props.end(); ++it)
|
|
it->m_Model->SetShadingColor(colour);
|
|
}
|