0ad/source/graphics/Model.h
Ykkrosh bdbb2bcb16 # Updated unit animation code.
Added UnitAnimation class, to act as the interface between the entity
and actor. (Currently doesn't work very well, but it does make
animations loop smoothly and sometimes kind of makes them stay
synchronised.)
Fixed corpse animation - it now plays the final frame of the death
animation before turning static.
Fixed update/interpolate timings.
Added JS function saveProfileData.
Updated ffmpeg library.

This was SVN commit r4880.
2007-02-10 03:09:52 +00:00

207 lines
6.1 KiB
C++

///////////////////////////////////////////////////////////////////////////////
//
// Name: Model.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _MODEL_H
#define _MODEL_H
#include <vector>
#include "Texture.h"
#include "MeshManager.h"
#include "RenderableObject.h"
#include "Material.h"
#include "ps/Overlay.h"
struct SPropPoint;
class CObjectEntry;
class CSkeletonAnim;
class CSkeletonAnimDef;
#define MODELFLAG_CASTSHADOWS (1<<0)
#define MODELFLAG_NOLOOPANIMATION (1<<1)
///////////////////////////////////////////////////////////////////////////////
// CModel: basically, a mesh object - holds the texturing and skinning
// information for a model in game
class CModel : public CRenderableObject
{
friend class CUnitAnimation;
// HACK - we should probably move the rest of this class's animation state
// into the animation class, then it wouldn't need friend access
public:
struct Prop {
Prop() : m_Point(0), m_Model(0), m_ObjectEntry(0) {}
SPropPoint* m_Point;
CModel* m_Model;
CObjectEntry* m_ObjectEntry;
};
public:
// constructor
CModel();
// destructor
~CModel();
// setup model from given geometry
bool InitModel(CModelDefPtr modeldef);
// calculate the world space bounds of this model
void CalcBounds();
// update this model's state; 'time' is the time since the last update, in MS
void Update(float time);
// returns true if Update(time) will require a new animation (due to the
// current one ending)
bool NeedsNewAnim(float time) const;
// get the model's geometry data
CModelDefPtr GetModelDef() { return m_pModelDef; }
// set the model's texture
void SetTexture(const CTexture& tex) { m_Texture=tex; }
// set the model's material
void SetMaterial(const CMaterial &material);
// set the model's player ID, recursively through props. CUnit::SetPlayerID
// should normally be used instead.
void SetPlayerID(int id);
// set the model's player colour
void SetPlayerColor(CColor& colour);
// set the models mod color
void SetShadingColor(CColor& colour);
// get the model's texture
CTexture* GetTexture() { return &m_Texture; }
// get the models material
CMaterial &GetMaterial() { return m_Material; }
// get the model's texture
CColor GetShadingColor() { return m_ShadingColor; }
// set the given animation as the current animation on this model
bool SetAnimation(CSkeletonAnim* anim, bool once = false, float speed = 1000.0f, CSkeletonAnim* next = NULL);
// get the currently playing animation, if any
CSkeletonAnim* GetAnimation() const { return m_Anim; }
// set the animation state to be the same as from another; both models should
// be compatible types (same type of skeleton)
void CopyAnimationFrom(CModel* source);
// set object flags
void SetFlags(u32 flags) { m_Flags=flags; }
// get object flags
u32 GetFlags() const { return m_Flags; }
// recurse down tree setting dirty bits
void SetDirtyRec(u32 dirtyflags) {
SetDirty(dirtyflags);
for (size_t i=0;i<m_Props.size();i++) {
m_Props[i].m_Model->SetDirtyRec(dirtyflags);
}
}
// calculate object space bounds of this model, based solely on vertex positions
void CalcObjectBounds();
// calculate bounds encompassing all vertex positions for given animation
void CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result);
/**
* Set transform of this object.
*
* @note In order to ensure that all child props are updated properly,
* you must call ValidatePosition().
*/
void SetTransform(const CMatrix3D& transform);
/**
* Return whether this is a skinned/skeletal model. If it is, Get*BoneMatrices()
* will return valid non-NULL arrays.
*/
bool IsSkinned() { return (m_BoneMatrices != NULL); }
// return the models bone matrices
const CMatrix3D* GetAnimatedBoneMatrices() {
debug_assert(m_PositionValid);
return m_BoneMatrices;
}
const CMatrix3D* GetInverseBindBoneMatrices() {
return m_InverseBindBoneMatrices;
}
// load raw animation frame animation from given file, and build a
// animation specific to this model
CSkeletonAnim* BuildAnimation(const char* filename, const char* name, float speed, double actionpos, double actionpos2);
// add a prop to the model on the given point
void AddProp(SPropPoint* point, CModel* model, CObjectEntry* objectentry);
// remove a prop from the given point
void RemoveProp(SPropPoint* point);
// return prop list
std::vector<Prop>& GetProps() { return m_Props; }
const std::vector<Prop>& GetProps() const { return m_Props; }
// return a clone of this model
CModel* Clone() const;
/**
* Ensure that both the transformation and the bone
* matrices are correct for this model and all its props.
*/
void ValidatePosition();
private:
// delete anything allocated by the model
void ReleaseData();
/**
* Mark this model's position and bone matrices,
* and all props' positions as invalid.
*/
void InvalidatePosition();
/**
* If non-null, m_Parent points to the model that we
* are attached to.
*/
CModel* m_Parent;
// object flags
u32 m_Flags;
// texture used by model
CTexture m_Texture;
// model's material
CMaterial m_Material;
// pointer to the model's raw 3d data
CModelDefPtr m_pModelDef;
// object space bounds of model - accounts for bounds of all possible animations
// that can play on a model. Not always up-to-date - currently CalcBounds()
// updates it when necessary.
CBound m_ObjectBounds;
// animation currently playing on this model, if any
CSkeletonAnim* m_Anim;
// animation to switch back to when the current one finishes
CSkeletonAnim* m_NextAnim;
// rate at which the animation should play
float m_AnimSpeed;
// time (in MS) into the current animation
float m_AnimTime;
// current state of all bones on this model; null if associated modeldef isn't skeletal
CMatrix3D* m_BoneMatrices;
// inverse matrices for the bind pose's bones; null if not skeletal
CMatrix3D* m_InverseBindBoneMatrices;
// list of current props on model
std::vector<Prop> m_Props;
/**
* true if both transform and and bone matrices are valid.
*/
bool m_PositionValid;
// modulating color
CColor m_ShadingColor;
};
#endif