Files
itgmania212121/stepmania/src/ModelTypes.h
T
2003-06-21 22:24:48 +00:00

198 lines
4.0 KiB
C++

#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();
~AnimatedTexture();
void Load( CString sTexOrIniFile );
void Unload();
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;
} msModel;
struct msAnimation
{
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;
}
// not used
// int nFrame;
int nTotalFrames;
msVec3 Position;
msVec3 Rotation;
};
#endif