forked from 0ad/0ad
153 lines
4.6 KiB
C++
Executable File
153 lines
4.6 KiB
C++
Executable File
///////////////////////////////////////////////////////////////////////////////
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//
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// Name: Model.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 _MODEL_H
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#define _MODEL_H
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#include <vector>
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#include "Texture.h"
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#include "MeshManager.h"
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#include "RenderableObject.h"
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#include "SkeletonAnim.h"
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#include "Material.h"
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struct SPropPoint;
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#define MODELFLAG_CASTSHADOWS (1<<0)
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#define MODELFLAG_NOLOOPANIMATION (1<<1)
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///////////////////////////////////////////////////////////////////////////////
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// CModel: basically, a mesh object - holds the texturing and skinning
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// information for a model in game
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class CModel : public CRenderableObject
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{
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public:
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struct Prop {
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Prop() : m_Point(0), m_Model(0) {}
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SPropPoint* m_Point;
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CModel* m_Model;
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};
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public:
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// constructor
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CModel();
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// destructor
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~CModel();
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// setup model from given geometry
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bool InitModel(CModelDefPtr modeldef);
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// calculate the world space bounds of this model
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void CalcBounds();
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// update this model's state; 'time' is the time since the last update, in MS
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void Update(float time);
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// get the model's geometry data
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CModelDefPtr GetModelDef() { return m_pModelDef; }
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// set the model's texture
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void SetTexture(const CTexture& tex) { m_Texture=tex; }
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// set the model's material
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void SetMaterial(const CMaterial &material);
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// set the model's player ID
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void SetPlayerID(PS_uint id) { m_PlayerID=id; }
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// get the model's texture
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CTexture* GetTexture() { return &m_Texture; }
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// get the models material
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CMaterial &GetMaterial() { return m_Material; }
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// get the model's player ID
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PS_uint GetPlayerID() { return m_PlayerID; }
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// set the given animation as the current animation on this model
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bool SetAnimation(CSkeletonAnim* anim, bool once = false);
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// get the currently playing animation, if any
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CSkeletonAnim* GetAnimation() { return m_Anim; }
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// set object flags
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void SetFlags(u32 flags) { m_Flags=flags; }
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// get object flags
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u32 GetFlags() const { return m_Flags; }
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// recurse down tree setting dirty bits
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void SetDirtyRec(u32 dirtyflags) {
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SetDirty(dirtyflags);
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for (size_t i=0;i<m_Props.size();i++) {
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m_Props[i].m_Model->SetDirtyRec(dirtyflags);
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}
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}
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// calculate object space bounds of this model, based solely on vertex positions
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void CalcObjectBounds();
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// calculate bounds encompassing all vertex positions for given animation
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void CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result);
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// set transform of this object, and recurse down into props to update their world space transform
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void SetTransform(const CMatrix3D& transform);
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// return the models bone matrices
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const CMatrix3D* GetBoneMatrices() {
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if (!m_BoneMatricesValid) GenerateBoneMatrices();
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return m_BoneMatrices;
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}
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// return the models inverted bone matrices
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const CMatrix3D* GetInvBoneMatrices() {
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if (!m_BoneMatricesValid) GenerateBoneMatrices();
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return m_InvBoneMatrices;
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}
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// load raw animation frame animation from given file, and build a
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// animation specific to this model
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CSkeletonAnim* BuildAnimation(const char* filename,float speed);
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// add a prop to the model on the given point
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void AddProp(SPropPoint* point,CModel* model);
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// remove a prop from the given point
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void RemoveProp(SPropPoint* point);
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// return prop list
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std::vector<Prop>& GetProps() { return m_Props; }
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const std::vector<Prop>& GetProps() const { return m_Props; }
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// return a clone of this model
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CModel* Clone() const;
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private:
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// delete anything allocated by the model
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void ReleaseData();
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// calculate necessary bone transformation matrices for skinning
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void GenerateBoneMatrices();
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// object flags
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u32 m_Flags;
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// texture used by model
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CTexture m_Texture;
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// model's material
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CMaterial m_Material;
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// model's player ID - used for entities in the renderer
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PS_uint m_PlayerID;
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// pointer to the model's raw 3d data
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CModelDefPtr m_pModelDef;
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// object space bounds of model - accounts for bounds of all possible animations
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// that can play on a model. Not always up-to-date - currently CalcBounds()
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// updates it when necessary.
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CBound m_ObjectBounds;
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// animation currently playing on this model, if any
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CSkeletonAnim* m_Anim;
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// time (in MS) into the current animation
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float m_AnimTime;
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// flag stating whether bone matrices are currently valid
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bool m_BoneMatricesValid;
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// current state of all bones on this model; null if associated modeldef isn't skeletal
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CMatrix3D* m_BoneMatrices;
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// inverse of the above world space transform of the above matrices
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CMatrix3D* m_InvBoneMatrices;
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// list of current props on model
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std::vector<Prop> m_Props;
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};
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#endif
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