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forked from 0ad/0ad
0ad/source/graphics/Model.h

207 lines
5.9 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
{
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);
// 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() { return m_Anim; }
// 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);
/**
* SetTransform: 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 the models bone matrices
const CMatrix3D* GetBoneMatrices() {
debug_assert(m_PositionValid);
return m_BoneMatrices;
}
// return the models inverted transposed bone matrices for normal transformation
const CMatrix3D* GetInvTranspBoneMatrices() {
debug_assert(m_PositionValid);
if (!m_InvTranspValid)
CalcInvTranspBoneMatrices();
return m_InvTranspBoneMatrices;
}
// 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;
/**
* ValidatePosition: 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();
/**
* InvalidatePosition: Mark this model's position and bone matrices,
* and all props' positions as invalid.
*/
void InvalidatePosition();
/**
* CalcInvTranspBoneMatrices: Calc inverse transpose bone matrices
* from bone matrices.
*/
void CalcInvTranspBoneMatrices();
/**
* m_Parent: 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 of the transpose of the above matrices
CMatrix3D* m_InvTranspBoneMatrices;
// list of current props on model
std::vector<Prop> m_Props;
/**
* m_PositionValid: true if both transform and and bone matrices
* are valid.
*/
bool m_PositionValid;
/**
* m_InvTranspValid: true if m_InvTranspBoneMatrices match the current
* m_BoneMatrices
*/
bool m_InvTranspValid;
// modulating color
CColor m_ShadingColor;
};
#endif