/* Copyright (C) 2013 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 "graphics/Texture.h" #include "graphics/Material.h" #include "graphics/MeshManager.h" #include "graphics/ModelAbstract.h" #include "ps/Overlay.h" struct SPropPoint; class CObjectEntry; class CSkeletonAnim; class CSkeletonAnimDef; class CSkeletonAnimManager; class CSimulation2; #define MODELFLAG_CASTSHADOWS (1<<0) #define MODELFLAG_NOLOOPANIMATION (1<<1) #define MODELFLAG_SILHOUETTE_DISPLAY (1<<2) #define MODELFLAG_SILHOUETTE_OCCLUDER (1<<3) #define MODELFLAG_IGNORE_LOS (1<<4) /////////////////////////////////////////////////////////////////////////////// // CModel: basically, a mesh object - holds the texturing and skinning // information for a model in game class CModel : public CModelAbstract { NONCOPYABLE(CModel); public: struct Prop { Prop() : m_MinHeight(0.f), m_MaxHeight(0.f), m_Point(0), m_Model(0), m_ObjectEntry(0), m_Hidden(false), m_Selectable(true) {} float m_MinHeight; float m_MaxHeight; /** * Location of the prop point within its parent model, relative to either a bone in the parent model or to the * parent model's origin. See the documentation for @ref SPropPoint for more details. * @see SPropPoint */ const SPropPoint* m_Point; /** * Pointer to the model associated with this prop. Note that the transform matrix held by this model is the full object-to-world * space transform, taking into account all parent model positioning (see @ref CModel::ValidatePosition for positioning logic). * @see CModel::ValidatePosition */ CModelAbstract* m_Model; CObjectEntry* m_ObjectEntry; bool m_Hidden; ///< Should this prop be temporarily removed from rendering? bool m_Selectable; /// < should this prop count in the selection size? }; public: // constructor CModel(CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation); // destructor ~CModel(); /// Dynamic cast virtual CModel* ToCModel() { return this; } // setup model from given geometry bool InitModel(const CModelDefPtr& modeldef); // 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 const CModelDefPtr& GetModelDef() { return m_pModelDef; } // set the model's material void SetMaterial(const CMaterial &material); // set the model's player ID, recursively through props void SetPlayerID(player_id_t id); // set the models mod color virtual void SetShadingColor(const CColor& colour); // get the model's material CMaterial& GetMaterial() { return m_Material; } // 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; } // add object flags, recursively through props void AddFlagsRec(int flags); // remove shadow casting and receiving, recursively through props // TODO: replace with more generic shader define + flags setting void RemoveShadowsRec(); // recurse down tree setting dirty bits virtual void SetDirtyRec(int dirtyflags) { SetDirty(dirtyflags); for (size_t i=0;iSetDirtyRec(dirtyflags); } } virtual void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) { for (size_t i = 0; i < m_Props.size(); ++i) m_Props[i].m_Model->SetTerrainDirty(i0, j0, i1, j1); } virtual void SetEntityVariable(const std::string& name, float value) { for (size_t i = 0; i < m_Props.size(); ++i) m_Props[i].m_Model->SetEntityVariable(name, value); } // --- WORLD/OBJECT SPACE BOUNDS ----------------------------------------------------------------- /// Overridden to calculate both the world-space and object-space bounds of this model, and stores the result in /// m_Bounds and m_ObjectBounds, respectively. virtual void CalcBounds(); /// Returns the object-space bounds for this model, excluding its children. const CBoundingBoxAligned& GetObjectBounds() { RecalculateBoundsIfNecessary(); // recalculates both object-space and world-space bounds if necessary return m_ObjectBounds; } virtual const CBoundingBoxAligned GetWorldBoundsRec(); // reimplemented here /// Auxiliary method; calculates object space bounds of this model, based solely on vertex positions, and stores /// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcAnimatedObjectBounds) if it has been determined /// that the object-space bounds are static. void CalcStaticObjectBounds(); /// Auxiliary method; calculate object-space bounds encompassing all vertex positions for given animation, and stores /// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcStaticBounds) if it has been determined that the /// object-space bounds need to take animations into account. void CalcAnimatedObjectBounds(CSkeletonAnimDef* anim,CBoundingBoxAligned& result); // --- SELECTION BOX/BOUNDS ---------------------------------------------------------------------- /// Reimplemented here since proper models should participate in selection boxes. virtual const CBoundingBoxAligned GetObjectSelectionBoundsRec(); /** * Set transform of this object. * * @note In order to ensure that all child props are updated properly, * you must call ValidatePosition(). */ virtual 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; 16-byte aligned for SSE reads const CMatrix3D* GetAnimatedBoneMatrices() { ENSURE(m_PositionValid); return m_BoneMatrices; } /** * 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] * @param sound offset of 'sound' event, in range [0, 1] * @return new animation, or NULL on error */ CSkeletonAnim* BuildAnimation(const VfsPath& pathname, const CStr& name, float speed, float actionpos, float actionpos2, float soundpos); /** * Add a prop to the model on the given point. */ void AddProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry, float minHeight = 0.f, float maxHeight = 0.f, bool selectable = true); /** * 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(const SPropPoint* point, CModelAbstract* 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. */ CModelAbstract* FindFirstAmmoProp(); // return prop list std::vector& GetProps() { return m_Props; } const std::vector& GetProps() const { return m_Props; } // return a clone of this model virtual CModelAbstract* Clone() const; /** * Ensure that both the transformation and the bone * matrices are correct for this model and all its props. */ virtual void ValidatePosition(); /** * Mark this model's position and bone matrices, * and all props' positions as invalid. */ virtual void InvalidatePosition(); private: // delete anything allocated by the model void ReleaseData(); // Needed for terrain aligned props CSimulation2& m_Simulation; // object flags int m_Flags; // 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. CBoundingBoxAligned 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. * Props may attach to these bones by means of the SPropPoint::m_BoneIndex field; in this case their * transformation matrix held is relative to the bone transformation (see @ref SPropPoint and * @ref CModel::ValidatePosition). * * @see SPropPoint */ CMatrix3D* m_BoneMatrices; // list of current props on model std::vector m_Props; /** * The prop point to which the ammo prop is attached, or NULL if none */ const SPropPoint* m_AmmoPropPoint; /** * If m_AmmoPropPoint is not NULL, then the index in m_Props of the ammo prop */ size_t m_AmmoLoadedProp; // manager object which can load animations for us CSkeletonAnimManager& m_SkeletonAnimManager; }; #endif