0ad/source/graphics/ModelDef.h
wraitii f6348b9617 Clean up header includes, add new forward declarations.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.

No major compilation time change here, though this does reduce depencies
in some headers.

Also fix up old MacOS STL-include fixes that are no longer relevant.

Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
2020-11-21 11:20:29 +00:00

290 lines
8.7 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Defines a raw 3d model.
*/
#ifndef INCLUDED_MODELDEF
#define INCLUDED_MODELDEF
#include "ps/CStr.h"
#include "maths/Matrix3D.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "maths/Quaternion.h"
#include "lib/file/vfs/vfs_path.h"
#include "renderer/VertexArray.h"
#include <map>
#include <cstring>
class CBoneState;
/**
* Describes the position of a prop point within its parent model. A prop point is the location within a parent model
* where the prop's origin will be attached.
*
* A prop point is specified by its transformation matrix (or separately by its position and rotation), which
* can be relative to either the parent model's origin, or one of the parent's bones. If the parent model is boned,
* then the @ref m_BoneIndex field may specify a bone to which the transformation matrix is relative (see
* @ref CModel::m_BoneMatrices). Otherwise, the transformation matrix is assumed to be relative to the parent model's
* origin.
*
* @see CModel::m_BoneMatrices
*/
struct SPropPoint
{
/// Name of the prop point
CStr m_Name;
/**
* Position of the point within the parent model, relative to either the parent model's origin or one of the parent
* model's bones if applicable. Also specified as part of @ref m_Transform.
* @see m_Transform
*/
CVector3D m_Position;
/**
* Rotation of the prop model that will be attached at this point. Also specified as part of @ref m_Transform.
* @see m_Transform
*/
CQuaternion m_Rotation;
/**
* Object to parent space transformation. Combines both @ref m_Position and @ref m_Rotation in a single
* transformation matrix. This transformation is relative to either the parent model's origin, or one of its
* bones, depending on whether it is skeletal. If relative to a bone, then the bone in the parent model to
* which this transformation is relative may be found by m_BoneIndex.
* @see m_Position, m_Rotation
*/
CMatrix3D m_Transform;
/**
* Index of parent bone to which this prop point is relative, if any. The value 0xFF specifies that either the parent
* model is unboned, or that this prop point is relative to the parent model's origin rather than one if its bones.
*/
u8 m_BoneIndex;
};
///////////////////////////////////////////////////////////////////////////////
// SVertexBlend: structure containing the necessary data for blending vertices
// with multiple bones
struct SVertexBlend
{
enum { SIZE = 4 };
// index of the influencing bone, or 0xff if none
u8 m_Bone[SIZE];
// weight of the influence; all weights sum to 1
float m_Weight[SIZE];
bool operator==(const SVertexBlend& o) const
{
return !memcmp(m_Bone, o.m_Bone, sizeof(m_Bone)) && !memcmp(m_Weight, o.m_Weight, sizeof(m_Weight));
}
};
///////////////////////////////////////////////////////////////////////////////
// SModelVertex: structure containing per-vertex data
struct SModelVertex
{
// vertex position
CVector3D m_Coords;
// vertex normal
CVector3D m_Norm;
// vertex UVs
std::vector<float> m_UVs;
// vertex blend data
SVertexBlend m_Blend;
};
///////////////////////////////////////////////////////////////////////////////
// SModelFace: structure containing per-face data
struct SModelFace
{
// indices of the 3 vertices on this face
u16 m_Verts[3];
};
////////////////////////////////////////////////////////////////////////////////////////
// CModelDefRPrivate
class CModelDefRPrivate
{
public:
CModelDefRPrivate() { }
virtual ~CModelDefRPrivate() { }
};
////////////////////////////////////////////////////////////////////////////////////////
// CModelDef: a raw 3D model; describes the vertices, faces, skinning and skeletal
// information of a model
class CModelDef
{
NONCOPYABLE(CModelDef);
public:
// current file version given to saved animations
enum { FILE_VERSION = 3 };
// supported file read version - files with a version less than this will be rejected
enum { FILE_READ_VERSION = 1 };
public:
CModelDef();
~CModelDef();
// model I/O functions
static void Save(const VfsPath& filename,const CModelDef* mdef);
/**
* Loads a PMD file.
* @param filename VFS path of .pmd file to load
* @param name arbitrary name to give the model for debugging purposes (usually pathname)
* @return the model - always non-NULL
* @throw PSERROR_File if it can't load the model
*/
static CModelDef* Load(const VfsPath& filename, const VfsPath& name);
public:
// accessor: get vertex data
size_t GetNumVertices() const { return m_NumVertices; }
SModelVertex* GetVertices() const { return m_pVertices; }
// accessor: get number of UV sets
size_t GetNumUVsPerVertex() const { return m_NumUVsPerVertex; }
// accessor: get face data
size_t GetNumFaces() const { return m_NumFaces; }
SModelFace* GetFaces() const { return m_pFaces; }
// accessor: get bone data
size_t GetNumBones() const { return m_NumBones; }
CBoneState* GetBones() const { return m_Bones; }
CMatrix3D* GetInverseBindBoneMatrices() { return m_InverseBindBoneMatrices; }
// accessor: get blend data
size_t GetNumBlends() const { return m_NumBlends; }
SVertexBlend* GetBlends() const { return m_pBlends; }
size_t* GetBlendIndices() const { return m_pBlendIndices; }
// find and return pointer to prop point matching given name; return
// null if no match (case insensitive search)
const SPropPoint* FindPropPoint(const char* name) const;
/**
* Transform the given vertex's position from the bind pose into the new pose.
*
* @return new world-space vertex coordinates
*/
static CVector3D SkinPoint(const SModelVertex& vtx,
const CMatrix3D newPoseMatrices[]);
/**
* Transform the given vertex's normal from the bind pose into the new pose.
*
* @return new world-space vertex normal
*/
static CVector3D SkinNormal(const SModelVertex& vtx,
const CMatrix3D newPoseMatrices[]);
/**
* Transform vertices' positions and normals.
* (This is equivalent to looping over SkinPoint and SkinNormal,
* but slightly more efficient.)
*/
static void SkinPointsAndNormals(
size_t numVertices,
const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal,
const SModelVertex* vertices,
const size_t* blendIndices,
const CMatrix3D newPoseMatrices[]);
#if HAVE_SSE
/**
* SSE-optimised version of SkinPointsAndNormals.
*/
static void SkinPointsAndNormals_SSE(
size_t numVertices,
const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal,
const SModelVertex* vertices,
const size_t* blendIndices,
const CMatrix3D newPoseMatrices[]);
#endif
/**
* Blend bone matrices together to fill bone palette.
*/
void BlendBoneMatrices(CMatrix3D boneMatrices[]);
/**
* Register renderer private data. Use the key to
* distinguish between private data used by different render paths.
* The private data will be managed by this CModelDef object:
* It will be deleted when CModelDef is destructed or when private
* data is registered using the same key.
*
* @param key The opaque key that is used to identify the caller.
* The given private data can be retrieved by passing key to GetRenderData.
* @param data The private data.
*
* postconditions : data is bound to the lifetime of this CModelDef
* object.
*/
void SetRenderData(const void* key, CModelDefRPrivate* data);
// accessor: render data
CModelDefRPrivate* GetRenderData(const void* key) const;
// accessor: get model name (for debugging)
const VfsPath& GetName() const { return m_Name; }
public:
// vertex data
size_t m_NumVertices;
SModelVertex* m_pVertices;
size_t m_NumUVsPerVertex; // number of UV pairs per vertex
// face data
size_t m_NumFaces;
SModelFace* m_pFaces;
// bone data - default model pose
size_t m_NumBones;
CBoneState* m_Bones;
CMatrix3D* m_InverseBindBoneMatrices;
// blend data
size_t m_NumBlends;
SVertexBlend *m_pBlends;
size_t* m_pBlendIndices;
// prop point data
std::vector<SPropPoint> m_PropPoints;
private:
VfsPath m_Name; // filename
// renderdata shared by models of the same modeldef,
// by render path
typedef std::map<const void*, CModelDefRPrivate*> RenderDataMap;
RenderDataMap m_RenderData;
};
#endif