#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 struct msModel; typedef float matrix_t[3][4]; typedef struct { matrix_t mRelative; matrix_t mAbsolute; matrix_t mRelativeFinal; matrix_t mFinal; } myBone_t; class Model : public Actor { public: Model (); virtual ~Model (); public: void Clear (); void Load( CString sFile ) { if( sFile == "" ) return; LoadMilkshapeAscii( sFile ); }; bool LoadMilkshapeAscii( CString sFile ); bool LoadMilkshapeAsciiBones( CString sAniName, CString sFile ); void PlayAnimation( CString sAniName, float fPlayRate = 1 ); virtual void Update( float fDelta ); 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 CStringArray &asTokens ); private: vector m_Meshes; vector m_Materials; map m_mapNameToAnimation; msAnimation* m_pCurAnimation; RageVector3 m_vMins, m_vMaxs; myBone_t *m_pBones; typedef vector RageModelVertexVector; vector m_vTempVerticesByBone; float m_fCurrFrame; CString m_sDefaultAnimation; float m_fDefaultAnimationRate; float m_fCurAnimationRate; }; #endif