Files
itgmania212121/src/Model.h
T
Kyzentun 2656123464 RageTextureManager now keeps a map of textures by pointer for quicker lookup when deleting.
RageTextureManager now keeps a map of textures that need updating, which is none of them because I couldn't find a class that inherits from RageTexture that doesn't have an empty Update function.
ArrowEffects now requires setting the current PlayerOptions before calling any functions.  This might make moving to per-column mods easier, and reduces the direct usage of PlayerState.
Tipsy calculations for each column are done in ArrowEffects::Update instead of GetYPos and GetYOffset.
DrawHold changed to only call DrawHoldBody once.  DrawHoldBody now does the normal and glow passes together instead of needing to be called twice.
DrawHoldPart changed to take most of its args in a struct.
Giant copy paste mess that NoteField was using to draw timing segment text replaced with a couple functions and a macro.
Selection glow for notefield is only calculated if a section is selected.
Added RageVector3 functions to CubicSplineN for NoteDisplay to use.
Actor effect period is cached now.  Sprites and Models cache their animation length now.
ReceptorArrowRow no longer calls ArrowEffects::Update in gameplay.
2015-04-24 15:55:54 -06:00

119 lines
3.9 KiB
C++

/* Model - A 3D model. */
#ifndef MODEL_H
#define MODEL_H
#include "Actor.h"
#include "RageTypes.h"
#include "ModelTypes.h"
#include <vector>
#include <map>
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
{ return m_animation_length_seconds; }
virtual void RecalcAnimationLengthSeconds();
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;
float m_animation_length_seconds;
vector<msMaterial> m_Materials;
map<RString,msAnimation> m_mapNameToAnimation;
const msAnimation* m_pCurAnimation;
static void SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones );
vector<myBone_t> 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<msMesh> 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.
*/