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0ad/source/graphics/Model.h

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/* 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);
public:
struct Prop
{
Prop() : m_Point(0), m_Model(0), m_ObjectEntry(0), m_Hidden(false) {}
SPropPoint* m_Point;
CModel* m_Model;
CObjectEntry* m_ObjectEntry;
bool m_Hidden; // temporarily removed from rendering
};
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 absolute time since the start of the animation, in MS
void UpdateTo(float time);
// get the model's geometry data
CModelDefPtr GetModelDef() { return m_pModelDef; }
// set the model's texture
void SetTexture(const CTexturePtr& 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
CTexturePtr& GetTexture() { return m_Texture; }
// get the model's material
CMaterial& GetMaterial() { return m_Material; }
// get the model's shading color
CColor GetShadingColor() { return m_ShadingColor; }
// set the given animation as the current animation on this model
bool SetAnimation(CSkeletonAnim* anim, bool once = false);
// 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);
/**
* Add a prop to the model on the given point, and treat it as the ammo prop.
* The prop will be hidden by default.
*/
void AddAmmoProp(SPropPoint* point, CModel* model, CObjectEntry* objectentry);
/**
* Show the ammo prop (if any), and hide any other props on that prop point.
*/
void ShowAmmoProp();
/**
* Hide the ammo prop (if any), and show any other props on that prop point.
*/
void HideAmmoProp();
/**
* Find the first prop used for ammo, by this model or its own props.
*/
CModel* FindFirstAmmoProp();
// 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
CTexturePtr 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;
// 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;
/**
* The prop point to which the ammo prop is attached, or NULL if none
*/
SPropPoint* m_AmmoPropPoint;
/**
* If m_AmmoPropPoint is not NULL, then the index in m_Props of the ammo prop
*/
size_t m_AmmoLoadedProp;
/**
* 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