forgot to check in ModelTypes.*

This commit is contained in:
Chris Danford
2003-05-11 14:47:29 +00:00
parent 5c9710f155
commit 7a1e07d0a6
3 changed files with 343 additions and 0 deletions
+48
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#ifndef ModelOrSprite_H
#define ModelOrSprite_H
/*
-----------------------------------------------------------------------------
Class: ModelOrSprite
Desc: A 3D ModelOrSprite.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Actor.h"
class ModelOrSprite
{
public:
ModelOrSprite () { m_pModel = NULL; m_pSprite = NULL; }
virtual ~ModelOrSprite () { delete m_pModel; delete m_pSprite; }
virtual void Update( float fDelta ) { ASSERT(m_pModel||m_pSprite); if(m_pModel) m_pModel->Update(fDelta); else m_pModel->Update(fDelta); }
virtual void DrawPrimitives() { ASSERT(m_pModel||m_pSprite); if(m_pModel) m_pModel->Update(fDelta); else m_pModel->Update(fDelta); }
void Load( CString sFile )
{
ASSERT( !m_pModel && !m_pSprite );
if( sFile.Right(3)=="txt" )
{
m_pModel = new Model();
m_pModel->Load( sFile );
}
else
{
m_pSprite = new Sprite();
m_pSprite->Load( sFile );
}
}
private:
Model* m_pModel;
Sprite* m_pSprite;
};
#endif
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ModelTypes
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ModelTypes.h"
#include "IniFile.h"
#include "RageUtil.h"
#include "RageTexture.h"
#include "RageTextureManager.h"
AnimatedTexture::AnimatedTexture()
{
iCurState = 0;
fSecsIntoFrame = 0;
}
void AnimatedTexture::Load( CString sTexOrIniPath )
{
ASSERT( vFrames.empty() ); // don't load more than once
CString sDir, sThrowAway;
splitrelpath( sTexOrIniPath, sDir, sThrowAway, sThrowAway );
bool bIsIni = sTexOrIniPath.Right(3).CompareNoCase("ini")== 0;
if( bIsIni )
{
IniFile ini;
ini.SetPath( sTexOrIniPath );
ini.ReadFile();
if( !ini.GetKey("AnimatedTexture") )
RageException::Throw( "The animated texture file '%s' doesn't contain a section called 'AnimatedTexture'.", sTexOrIniPath.c_str() );
for( int i=0; i<1000; i++ )
{
CString sFileKey = ssprintf( "Frame%04d", i );
CString sDelayKey = ssprintf( "Delay%04d", i );
CString sFileName;
float fDelay = 0;
if( ini.GetValue( "AnimatedTexture", sFileKey, sFileName ) &&
ini.GetValueF( "AnimatedTexture", sDelayKey, fDelay ) )
{
RageTextureID ID;
ID.filename = sDir+sFileName;
ID.bStretch = true;
AnimatedTextureState state = {
TEXTUREMAN->LoadTexture( ID ),
fDelay
};
vFrames.push_back( state );
}
else
break;
}
}
else
{
RageTextureID ID;
ID.filename = sTexOrIniPath;
ID.bStretch = true;
AnimatedTextureState state = {
TEXTUREMAN->LoadTexture( ID ),
10
};
vFrames.push_back( state );
}
}
void AnimatedTexture::Update( float fDelta )
{
if( vFrames.empty() )
return;
ASSERT( iCurState < (int)vFrames.size() );
fSecsIntoFrame += fDelta;
if( fSecsIntoFrame > vFrames[iCurState].fDelaySecs )
iCurState = (iCurState+1) % vFrames.size();
}
RageTexture* AnimatedTexture::GetCurrentTexture()
{
if( vFrames.empty() )
return NULL;
ASSERT( iCurState < (int)vFrames.size() );
return vFrames[iCurState].pTexture;
}
void AnimatedTexture::SetState( int iState )
{
CLAMP( iState, 0, GetNumStates()-1 );
iCurState = iState;
}
int AnimatedTexture::GetNumStates()
{
return vFrames.size();
}
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#ifndef ModelTypes_H
#define ModelTypes_H
/*
-----------------------------------------------------------------------------
Class: ModelTypes
Desc: Types defined in msLib.h. C arrays converted to use std::vector
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
/**********************************************************************
*
* Constants
*
**********************************************************************/
#define MS_MAX_NAME 32
#define MS_MAX_PATH 256
/**********************************************************************
*
* Types
*
**********************************************************************/
#ifndef byte
typedef unsigned char byte;
#endif /* byte */
#ifndef word
typedef unsigned short word;
#endif /* word */
typedef struct msVec2 {
float v[2];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec2;
typedef struct msVec3 {
float v[3];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec3;
typedef struct msVec4 {
float v[4];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec4;
/* msFlag */
typedef enum {
eSelected = 1, eSelected2 = 2, eHidden = 4, eDirty = 8, eAveraged = 16, eUnused = 32
} msFlag;
/* msVertex */
typedef struct msVertex
{
// byte nFlags;
msVec3 Vertex;
msVec2 uv;
msVec3 Normal;
char nBoneIndex;
} msVertex;
/* msTriangle */
typedef struct
{
// word nFlags;
word nVertexIndices[3];
// word nNormalIndices[3];
// msVec3 Normal;
// byte nSmoothingGroup;
} msTriangle;
/* msMesh */
typedef struct msMesh
{
// byte nFlags;
char szName[MS_MAX_NAME];
char nMaterialIndex;
vector<msVertex> Vertices;
// vector<msVec3> Normals;
vector<msTriangle> Triangles;
} msMesh;
/* msMaterial */
class RageTexture;
struct AnimatedTexture
{
AnimatedTexture();
void Load( CString sTexOrIniFile );
void Update( float fDelta );
RageTexture* GetCurrentTexture();
void SetState( int iState );
int GetNumStates();
int iCurState;
float fSecsIntoFrame;
struct AnimatedTextureState
{
RageTexture* pTexture;
float fDelaySecs;
};
vector<AnimatedTextureState> vFrames;
};
typedef struct msMaterial
{
int nFlags;
char szName[MS_MAX_NAME];
msVec4 Ambient;
msVec4 Diffuse;
msVec4 Specular;
msVec4 Emissive;
float fShininess;
float fTransparency;
char szDiffuseTexture[MS_MAX_PATH];
char szAlphaTexture[MS_MAX_PATH]; // not used in SM. Use alpha in diffuse texture instead
int nName; // not used in SM. What is this for anyway?
AnimatedTexture aniTexture;
} msMaterial;
/* msPositionKey */
typedef struct msPositionKey
{
float fTime;
msVec3 Position;
} msPositionKey;
/* msRotationKey */
typedef struct msRotationKey
{
float fTime;
msVec3 Rotation;
} msRotationKey;
/* msBone */
typedef struct msBone
{
int nFlags;
char szName[MS_MAX_NAME];
char szParentName[MS_MAX_NAME];
msVec3 Position;
msVec3 Rotation;
vector<msPositionKey> PositionKeys;
int nNumRotationKeys;
int nNumAllocedRotationKeys;
vector<msRotationKey> RotationKeys;
} msBone;
/* msModel */
typedef struct msModel
{
vector<msMesh> Meshes;
vector<msMaterial> Materials;
vector<msBone> Bones;
int FindBoneByName( const char* szName )
{
for( unsigned i=0; i<Bones.size(); i++ )
if( strcmp(Bones[i].szName, szName)==0 )
return i;
return -1;
}
int nFrame;
int nTotalFrames;
msVec3 Position;
msVec3 Rotation;
} msModel;
#endif