178 lines
4.6 KiB
C++
178 lines
4.6 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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//
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// Name: ModelDef.h
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _MODELDEF_H
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#define _MODELDEF_H
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#include "CStr.h"
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#include "Vector3D.h"
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#include "MeshManager.h"
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#include "SkeletonAnimDef.h"
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#include <map>
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#include <vector>
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class CMeshManager;
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class CModelDef;
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///////////////////////////////////////////////////////////////////////////////
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// SPropPoint: structure describing a prop point
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struct SPropPoint
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{
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// name of the prop point
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CStr m_Name;
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// position of the point
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CVector3D m_Position;
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// rotation of the point
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CQuaternion m_Rotation;
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// object to parent space transformation
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CMatrix3D m_Transform;
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// index of parent bone; 0xff if unboned
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u8 m_BoneIndex;
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};
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///////////////////////////////////////////////////////////////////////////////
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// SVertexBlend: structure containing the necessary data for blending vertices
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// with multiple bones
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struct SVertexBlend
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{
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enum { SIZE = 4 };
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// index of the influencing bone, or 0xff if none
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u8 m_Bone[SIZE];
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// weight of the influence; all weights sum to 1
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float m_Weight[SIZE];
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};
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///////////////////////////////////////////////////////////////////////////////
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// SModelVertex: structure containing per-vertex data
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struct SModelVertex
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{
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// vertex position
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CVector3D m_Coords;
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// vertex normal
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CVector3D m_Norm;
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// vertex UVs
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float m_U, m_V;
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// vertex blend data
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SVertexBlend m_Blend;
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};
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///////////////////////////////////////////////////////////////////////////////
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// SModelFace: structure containing per-face data
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struct SModelFace
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{
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// indices of the 3 vertices on this face
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u16 m_Verts[3];
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};
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////////////////////////////////////////////////////////////////////////////////////////
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// CModelDefRPrivate
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class CModelDefRPrivate
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{
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public:
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CModelDefRPrivate() { }
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virtual ~CModelDefRPrivate() { }
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};
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////////////////////////////////////////////////////////////////////////////////////////
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// CModelDef: a raw 3D model; describes the vertices, faces, skinning and skeletal
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// information of a model
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class CModelDef
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{
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friend class CMeshManager;
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public:
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// current file version given to saved animations
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enum { FILE_VERSION = 2 };
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// supported file read version - files with a version less than this will be rejected
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enum { FILE_READ_VERSION = 1 };
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public:
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// constructor
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CModelDef();
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// destructor
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virtual ~CModelDef();
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// model I/O functions
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static void Save(const char* filename,const CModelDef* mdef);
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public:
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// accessor: get vertex data
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size_t GetNumVertices() const { return (size_t)m_NumVertices; }
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SModelVertex* GetVertices() const { return m_pVertices; }
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// accessor: get face data
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size_t GetNumFaces() const { return (size_t)m_NumFaces; }
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SModelFace* GetFaces() const { return m_pFaces; }
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// accessor: get bone data
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size_t GetNumBones() const { return (size_t)m_NumBones; }
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CBoneState* GetBones() const { return m_Bones; }
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// accessor: get prop data
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int GetNumPropPoints() const { return m_NumPropPoints; }
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SPropPoint* GetPropPoints() const { return m_PropPoints; }
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// find and return pointer to prop point matching given name; return
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// null if no match (case insensitive search)
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SPropPoint* FindPropPoint(const char* name) const;
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/**
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* SetRenderData: Register renderer private data. Use the key to
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* distinguish between private data used by different render paths.
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* The private data will be managed by this CModelDef object:
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* It will be deleted when CModelDef is destructed or when private
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* data is registered using the same key.
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*
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* @param key The opaque key that is used to identify the caller.
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* The given private data can be retrieved by passing key to GetRenderData.
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* @param data The private data.
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*
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* postconditions : data is bound to the lifetime of this CModelDef
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* object.
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*/
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void SetRenderData(const void* key, CModelDefRPrivate* data);
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// accessor: render data
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CModelDefRPrivate* GetRenderData(const void* key) const;
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// accessor: get model name (for debugging)
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CStr GetName() const { return m_Name; }
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public:
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// vertex data
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u32 m_NumVertices;
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SModelVertex* m_pVertices;
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// face data
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u32 m_NumFaces;
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SModelFace* m_pFaces;
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// bone data - default model pose
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u32 m_NumBones;
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CBoneState* m_Bones;
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// prop point data
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u32 m_NumPropPoints;
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SPropPoint* m_PropPoints;
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private:
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// filename
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CStr m_Name;
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// renderdata shared by models of the same modeldef,
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// by render path
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typedef std::map<const void*, CModelDefRPrivate*> RenderDataMap;
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RenderDataMap m_RenderData;
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protected:
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static CModelDef* Load(const char* filename);
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};
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#endif
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