#ifndef Model_H #define Model_H /* ----------------------------------------------------------------------------- Class: Model Desc: A 3D model. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "Actor.h" #include "RageTypes.h" #include "ModelTypes.h" #include #include #include "RageModelGeometry.h" struct msModel; class Model : public Actor { public: Model (); virtual ~Model (); public: void Clear (); void Load( CString sFile ); void LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBomesPath ); void LoadFromModelFile( CString sFile ); void LoadMilkshapeAscii( CString sFile ); void LoadMaterialsFromMilkshapeAscii( CString sPath ); void LoadMilkshapeAsciiBones( CString sAniName, CString sPath ); void PlayAnimation( CString sAniName, float fPlayRate = 1 ); virtual void Update( float fDelta ); virtual bool EarlyAbortDraw(); virtual void DrawPrimitives(); void AdvanceFrame (float dt); virtual void SetState( int iNewState ); float GetCurFrame(); void SetFrame( float fNewFrame ); virtual int GetNumStates(); CString GetDefaultAnimation() { return m_sDefaultAnimation; }; void SetDefaultAnimation( CString sAnimation, float fPlayRate = 1 ); bool m_bRevertToDefaultAnimation; virtual void HandleCommand( const ParsedCommand &command ); // int m_iRefCount; private: RageModelGeometry *m_pGeometry; vector m_Materials; map m_mapNameToAnimation; msAnimation* m_pCurAnimation; vector m_vpBones; // If any vertex has a bone weight, then then render from m_pTempGeometry. // Otherwise, render directly from m_pGeometry. vector m_vTempMeshes; RageCompiledGeometry* m_pTempGeometry; float m_fCurrFrame; CString m_sDefaultAnimation; float m_fDefaultAnimationRate; float m_fCurAnimationRate; }; #endif