1
0
forked from 0ad/0ad
0ad/source/graphics/Model.h
Ykkrosh 310f3466a8 # Hotloading of actor XML files.
Stop ignoring actor XML animation speeds.
Add decentralised registration of hotloaders.
Move player ID storage into CModel, to simplify CUnit.
Remove obsolete unit ID allocation code.
Remove some material junk.

This was SVN commit r7605.
2010-06-03 01:29:43 +00:00

238 lines
7.4 KiB
C++

/* Copyright (C) 2010 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/>.
*/
/*
* Mesh object with texture and skinning information
*/
#ifndef INCLUDED_MODEL
#define INCLUDED_MODEL
#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;
class CSkeletonAnimManager;
#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
{
NONCOPYABLE(CModel);
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(CSkeletonAnimManager& skeletonAnimManager);
// destructor
~CModel();
// setup model from given geometry
bool InitModel(const 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;
// sets the bool& arguments if the given time update will cross the trigger points for those actions;
// otherwise leaves the arguments unchanged
void CheckActionTriggers(float time, bool& action, bool& action2) 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
void SetPlayerID(size_t id);
// get the model's player ID, recursively through props; initial default is (size_t)-1
size_t GetPlayerID();
// set the model's player colour
void SetPlayerColor(const CColor& colour);
// set the models mod color
void SetShadingColor(const 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, 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(int flags) { m_Flags=flags; }
// get object flags
int GetFlags() const { return m_Flags; }
// recurse down tree setting dirty bits
void SetDirtyRec(int 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 an
* animation specific to this model.
* @param pathname animation file to load
* @param name animation name (e.g. "idle")
* @param speed animation speed as a factor of the default animation speed
* @param actionpos offset of 'action' event, in range [0, 1]
* @param actionpos2 offset of 'action2' event, in range [0, 1]
* @return new animation, or NULL on error
*/
CSkeletonAnim* BuildAnimation(const VfsPath& pathname, const char* name, float speed, float actionpos, float actionpos2);
// add a prop to the model on the given point
void AddProp(SPropPoint* point, CModel* model, CObjectEntry* objectentry);
// remove any props 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
int 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;
// 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;
size_t m_PlayerID;
// manager object which can load animations for us
CSkeletonAnimManager& m_SkeletonAnimManager;
};
#endif