/* Model - A 3D model. */ #ifndef MODEL_H #define MODEL_H #include "Actor.h" #include "RageTypes.h" #include "ModelTypes.h" #include #include class RageModelGeometry; class RageCompiledGeometry; class Model : public Actor { public: Model(); virtual ~Model(); virtual Model *Copy() const; void Clear(); void Load( const RString &sFile ); void LoadPieces( const RString &sMeshesPath, const RString &sMaterialsPath, const RString &sBomesPath ); void LoadMilkshapeAscii( const RString &sFile ); void LoadMaterialsFromMilkshapeAscii( const RString &sPath ); bool LoadMilkshapeAsciiBones( const RString &sAniName, const RString &sPath ); void LoadFromNode( const XNode* pNode ); void PlayAnimation( const RString &sAniName, float fPlayRate = 1 ); void SetRate( float fRate ) { m_fCurAnimationRate = fRate; } void SetLoop( bool b ) { m_bLoop = b; } void SetPosition( float fSeconds ); virtual void Update( float fDelta ); virtual bool EarlyAbortDraw() const; virtual void DrawPrimitives(); void DrawCelShaded(); void SetCelShading( bool bShading ) { m_bDrawCelShaded = bShading; } virtual int GetNumStates() const; virtual void SetState( int iNewState ); virtual float GetAnimationLengthSeconds() const; virtual void SetSecondsIntoAnimation( float fSeconds ); RString GetDefaultAnimation() const { return m_sDefaultAnimation; }; void SetDefaultAnimation( RString sAnimation, float fPlayRate = 1 ); bool MaterialsNeedNormals() const; // Lua virtual void PushSelf( lua_State *L ); private: RageModelGeometry *m_pGeometry; vector m_Materials; map m_mapNameToAnimation; const msAnimation* m_pCurAnimation; static void SetBones( const msAnimation* pAnimation, float fFrame, vector &vpBones ); vector m_vpBones; // If any vertex has a bone weight, then then render from m_pTempGeometry. // Otherwise, render directly from m_pGeometry. RageCompiledGeometry* m_pTempGeometry; void UpdateTempGeometry(); /* Keep a copy of the mesh data only if m_pTempGeometry is in use. The normal and * position data will be changed; the rest is static and kept only to prevent making * a complete copy. */ vector m_vTempMeshes; void DrawMesh( int i ) const; void AdvanceFrame( float fDeltaTime ); float m_fCurFrame; RString m_sDefaultAnimation; float m_fDefaultAnimationRate; float m_fCurAnimationRate; bool m_bLoop; bool m_bDrawCelShaded; // for Lua models Model& operator=(const Model& rhs); }; #endif /* * (c) 2003-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */