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0ad/source/graphics/ModelDef.h
2009-04-18 17:51:05 +00:00

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5.8 KiB
C++

/* Copyright (C) 2009 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/>.
*/
/*
* Defines a raw 3d model.
*/
#ifndef INCLUDED_MODELDEF
#define INCLUDED_MODELDEF
#include "ps/CStr.h"
#include "maths/Vector3D.h"
#include "maths/Quaternion.h"
#include "lib/file/vfs/vfs_path.h"
#include <map>
class CBoneState;
///////////////////////////////////////////////////////////////////////////////
// SPropPoint: structure describing a prop point
struct SPropPoint
{
// name of the prop point
CStr m_Name;
// position of the point
CVector3D m_Position;
// rotation of the point
CQuaternion m_Rotation;
// object to parent space transformation
CMatrix3D m_Transform;
// index of parent bone; 0xff if unboned
u8 m_BoneIndex;
};
///////////////////////////////////////////////////////////////////////////////
// SVertexBlend: structure containing the necessary data for blending vertices
// with multiple bones
struct SVertexBlend
{
enum { SIZE = 4 };
// index of the influencing bone, or 0xff if none
u8 m_Bone[SIZE];
// weight of the influence; all weights sum to 1
float m_Weight[SIZE];
};
///////////////////////////////////////////////////////////////////////////////
// SModelVertex: structure containing per-vertex data
struct SModelVertex
{
// vertex position
CVector3D m_Coords;
// vertex normal
CVector3D m_Norm;
// vertex UVs
float m_U, m_V;
// vertex blend data
SVertexBlend m_Blend;
};
///////////////////////////////////////////////////////////////////////////////
// SModelFace: structure containing per-face data
struct SModelFace
{
// indices of the 3 vertices on this face
u16 m_Verts[3];
};
////////////////////////////////////////////////////////////////////////////////////////
// CModelDefRPrivate
class CModelDefRPrivate
{
public:
CModelDefRPrivate() { }
virtual ~CModelDefRPrivate() { }
};
////////////////////////////////////////////////////////////////////////////////////////
// CModelDef: a raw 3D model; describes the vertices, faces, skinning and skeletal
// information of a model
class CModelDef
{
public:
// current file version given to saved animations
enum { FILE_VERSION = 3 };
// supported file read version - files with a version less than this will be rejected
enum { FILE_READ_VERSION = 1 };
public:
CModelDef();
~CModelDef();
// model I/O functions
static void Save(const VfsPath& filename,const CModelDef* mdef);
/**
* Loads a PMD file.
* @param filename VFS path of .pmd file to load
* @param name arbitrary name to give the model for debugging purposes
* @return the model - always non-NULL
* @throw PSERROR_File if it can't load the model
*/
static CModelDef* Load(const VfsPath& filename, const char* name);
public:
// accessor: get vertex data
size_t GetNumVertices() const { return (size_t)m_NumVertices; }
SModelVertex* GetVertices() const { return m_pVertices; }
// accessor: get face data
size_t GetNumFaces() const { return (size_t)m_NumFaces; }
SModelFace* GetFaces() const { return m_pFaces; }
// accessor: get bone data
size_t GetNumBones() const { return (size_t)m_NumBones; }
CBoneState* GetBones() const { return m_Bones; }
// accessor: get prop data
size_t GetNumPropPoints() const { return m_NumPropPoints; }
SPropPoint* GetPropPoints() const { return m_PropPoints; }
// find and return pointer to prop point matching given name; return
// null if no match (case insensitive search)
SPropPoint* FindPropPoint(const char* name) const;
/**
* Transform the given vertex's position from the bind pose into the new pose.
*
* @return new world-space vertex coordinates
*/
static CVector3D SkinPoint(const SModelVertex& vtx,
const CMatrix3D newPoseMatrices[], const CMatrix3D inverseBindMatrices[]);
/**
* Transform the given vertex's normal from the bind pose into the new pose.
*
* @return new world-space vertex normal
*/
static CVector3D SkinNormal(const SModelVertex& vtx,
const CMatrix3D newPoseMatrices[], const CMatrix3D inverseBindMatrices[]);
/**
* Register renderer private data. Use the key to
* distinguish between private data used by different render paths.
* The private data will be managed by this CModelDef object:
* It will be deleted when CModelDef is destructed or when private
* data is registered using the same key.
*
* @param key The opaque key that is used to identify the caller.
* The given private data can be retrieved by passing key to GetRenderData.
* @param data The private data.
*
* postconditions : data is bound to the lifetime of this CModelDef
* object.
*/
void SetRenderData(const void* key, CModelDefRPrivate* data);
// accessor: render data
CModelDefRPrivate* GetRenderData(const void* key) const;
// accessor: get model name (for debugging)
const CStr& GetName() const { return m_Name; }
public:
// vertex data
size_t m_NumVertices;
SModelVertex* m_pVertices;
// face data
size_t m_NumFaces;
SModelFace* m_pFaces;
// bone data - default model pose
size_t m_NumBones;
CBoneState* m_Bones;
// prop point data
size_t m_NumPropPoints;
SPropPoint* m_PropPoints;
private:
// filename
CStr m_Name;
// renderdata shared by models of the same modeldef,
// by render path
typedef std::map<const void*, CModelDefRPrivate*> RenderDataMap;
RenderDataMap m_RenderData;
};
#endif