0ad/source/graphics/ObjectBase.h
2005-03-19 19:10:52 +00:00

80 lines
1.6 KiB
C++

#ifndef _OBJECTBASE_H
#define _OBJECTBASE_H
class CModel;
class CSkeletonAnim;
#include <vector>
#include "CStr.h"
class CObjectBase
{
public:
struct Anim {
// constructor
Anim() : m_Speed(1), m_AnimData(0) {}
// name of the animation - "Idle", "Run", etc
CStr m_AnimName;
// filename of the animation - manidle.psa, manrun.psa, etc
CStr m_FileName;
// animation speed, as specified in XML actor file
float m_Speed;
// the animation data, specific to the this model
CSkeletonAnim* m_AnimData;
};
struct Prop {
// name of the prop point to attach to - "Prop01", "Prop02", "Head", "LeftHand", etc ..
CStr m_PropPointName;
// name of the model file - art/actors/props/sword.xml or whatever
CStr m_ModelName;
};
struct Variant
{
Variant() : m_Frequency(0) {}
CStr m_VariantName;
int m_Frequency;
CStr m_ModelFilename;
CStr m_TextureFilename;
std::vector<Anim> m_Anims;
std::vector<Prop> m_Props;
};
CObjectBase();
std::vector< std::vector<Variant> > m_Variants;
typedef std::vector<u8> variation_key;
void CalculateVariation(std::set<CStr>& strings, variation_key& variation);
bool Load(const char* filename);
// bool Save(const char* filename);
// TODO: Remove this, once all the actors are renamed properly
static bool LoadName(const CStr& filename, CStr& out);
// object name
CStr m_Name;
// file name
CStr m_FileName;
struct {
// automatically flatten terrain when applying object
bool m_AutoFlatten;
// cast shadows from this object
bool m_CastShadows;
} m_Properties;
// the material file
CStr m_Material;
};
#endif