/* 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 . */ /* * Mesh object with texture and skinning information */ #ifndef INCLUDED_MODEL #define INCLUDED_MODEL #include #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;iSetDirtyRec(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& GetProps() { return m_Props; } const std::vector& 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 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