Files
itgmania212121/stepmania/src/Model.cpp
T

859 lines
23 KiB
C++

#include "global.h"
#include "Model.h"
#include "ModelTypes.h"
#include "RageMath.h"
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageTextureManager.h"
#include "XmlFile.h"
#include "RageFile.h"
#include "RageLog.h"
#include "ActorUtil.h"
#include "ModelManager.h"
#include "Foreach.h"
#include "LuaBinding.h"
REGISTER_ACTOR_CLASS( Model )
const float FRAMES_PER_SECOND = 30;
const CString DEFAULT_ANIMATION_NAME = "default";
Model::Model()
{
m_bTextureWrapping = true;
SetUseZBuffer( true );
SetCullMode( CULL_BACK );
m_pGeometry = NULL;
m_pCurAnimation = NULL;
m_bRevertToDefaultAnimation = false;
m_fDefaultAnimationRate = 1;
m_fCurAnimationRate = 1;
m_pTempGeometry = NULL;
}
Model::~Model()
{
Clear();
}
void Model::Clear()
{
if( m_pGeometry )
{
MODELMAN->UnloadModel( m_pGeometry );
m_pGeometry = NULL;
}
m_vpBones.clear();
m_Materials.clear();
m_mapNameToAnimation.clear();
m_pCurAnimation = NULL;
if( m_pTempGeometry )
DISPLAY->DeleteCompiledGeometry( m_pTempGeometry );
}
void Model::Load( CString sFile )
{
if( sFile == "" ) return;
CString sExt = GetExtension(sFile);
sExt.MakeLower();
if( sExt=="txt" )
LoadMilkshapeAscii( sFile );
}
#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: '%s'", sPath.c_str(), iLineNum, sLine.c_str() )
void Model::LoadMilkshapeAscii( CString sPath )
{
LoadPieces( sPath, sPath, sPath );
}
void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBonesPath )
{
Clear();
// TRICKY: Load materials before geometry so we can figure out whether the materials require normals.
LoadMaterialsFromMilkshapeAscii( sMaterialsPath );
ASSERT( m_pGeometry == NULL );
m_pGeometry = MODELMAN->LoadMilkshapeAscii( sMeshesPath, this->MaterialsNeedNormals() );
/* Validate material indices. */
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
{
const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
if( pMesh->nMaterialIndex >= (int) m_Materials.size() )
RageException::Throw( "Model \"%s\" mesh \"%s\" references material index %i, but there are only %i materials",
sMeshesPath.c_str(), pMesh->szName, pMesh->nMaterialIndex, m_Materials.size() );
}
if( LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBonesPath ) )
PlayAnimation( DEFAULT_ANIMATION_NAME );
//
// Setup temp vertices (if necessary)
//
if( m_pGeometry->HasAnyPerVertexBones() )
{
m_vTempMeshes = m_pGeometry->m_Meshes;
m_pTempGeometry = DISPLAY->CreateCompiledGeometry();
m_pTempGeometry->Set( m_vTempMeshes, this->MaterialsNeedNormals() );
}
}
void Model::LoadFromNode( const CString& sDir, const XNode* pNode )
{
Actor::LoadFromNode( sDir, pNode );
CString s1, s2, s3;
pNode->GetAttrValue( "Meshes", s1 );
pNode->GetAttrValue( "Materials", s2 );
pNode->GetAttrValue( "Bones", s3 );
if( !s1.empty() || !s2.empty() || !s3.empty() )
{
LuaHelpers::RunAtExpressionS( s1 );
LuaHelpers::RunAtExpressionS( s2 );
LuaHelpers::RunAtExpressionS( s3 );
ASSERT( !s1.empty() && !s2.empty() && !s3.empty() );
if( s1.Left(1) != "/" )
s1 = sDir+s1;
if( s2.Left(1) != "/" )
s2 = sDir+s2;
if( s3.Left(1) != "/" )
s3 = sDir+s3;
LoadPieces( s1, s2, s3 );
}
}
void Model::LoadMaterialsFromMilkshapeAscii( CString sPath )
{
FixSlashesInPlace(sPath);
const CString sDir = Dirname( sPath );
RageFile f;
if( !f.Open( sPath ) )
RageException::Throw( "Model::LoadMilkshapeAscii Could not open \"%s\": %s", sPath.c_str(), f.GetError().c_str() );
CString sLine;
int iLineNum = 0;
while( f.GetLine( sLine ) > 0 )
{
iLineNum++;
if( !strncmp (sLine, "//", 2) )
continue;
int nFrame;
if( sscanf(sLine, "Frames: %d", &nFrame) == 1 )
{
// ignore
// m_pModel->nTotalFrames = nFrame;
}
if( sscanf(sLine, "Frame: %d", &nFrame) == 1 )
{
// ignore
// m_pModel->nFrame = nFrame;
}
//
// materials
//
int nNumMaterials = 0;
if( sscanf(sLine, "Materials: %d", &nNumMaterials) == 1 )
{
m_Materials.resize( nNumMaterials );
char szName[256];
for( int i = 0; i < nNumMaterials; i++ )
{
msMaterial& Material = m_Materials[i];
// name
if( f.GetLine( sLine ) <= 0 )
THROW;
if( sscanf(sLine, "\"%[^\"]\"", szName) != 1 )
THROW;
Material.sName = szName;
// ambient
if( f.GetLine( sLine ) <= 0 )
THROW;
RageVector4 Ambient;
if( sscanf(sLine, "%f %f %f %f", &Ambient[0], &Ambient[1], &Ambient[2], &Ambient[3]) != 4 )
THROW;
memcpy( &Material.Ambient, &Ambient, sizeof(Material.Ambient) );
// diffuse
if( f.GetLine( sLine ) <= 0 )
THROW;
RageVector4 Diffuse;
if( sscanf(sLine, "%f %f %f %f", &Diffuse[0], &Diffuse[1], &Diffuse[2], &Diffuse[3]) != 4 )
THROW;
memcpy( &Material.Diffuse, &Diffuse, sizeof(Material.Diffuse) );
// specular
if( f.GetLine( sLine ) <= 0 )
THROW;
RageVector4 Specular;
if( sscanf(sLine, "%f %f %f %f", &Specular[0], &Specular[1], &Specular[2], &Specular[3]) != 4 )
THROW;
memcpy( &Material.Specular, &Specular, sizeof(Material.Specular) );
// emissive
if( f.GetLine( sLine ) <= 0 )
THROW;
RageVector4 Emissive;
if( sscanf (sLine, "%f %f %f %f", &Emissive[0], &Emissive[1], &Emissive[2], &Emissive[3]) != 4 )
THROW;
memcpy( &Material.Emissive, &Emissive, sizeof(Material.Emissive) );
// shininess
if( f.GetLine( sLine ) <= 0 )
THROW;
char *p;
float fShininess = strtof( sLine, &p );
if( p == sLine )
THROW;
Material.fShininess = fShininess;
// transparency
if( f.GetLine( sLine ) <= 0 )
THROW;
float fTransparency = strtof( sLine, &p );
if( p == sLine )
THROW;
Material.fTransparency = fTransparency;
// diffuse texture
if( f.GetLine( sLine ) <= 0 )
THROW;
strcpy( szName, "" );
sscanf( sLine, "\"%[^\"]\"", szName );
CString sDiffuseTexture = szName;
if( sDiffuseTexture != "" )
{
CString sTexturePath = sDir + sDiffuseTexture;
FixSlashesInPlace( sTexturePath );
CollapsePath( sTexturePath );
if( IsAFile(sTexturePath) )
Material.diffuse.Load( sTexturePath );
else
{
CString sError = ssprintf( "'%s' references a texture '%s' that does not exist", sPath.c_str(), sTexturePath.c_str() );
RageException::Throw( sError );
}
}
// alpha texture
if( f.GetLine( sLine ) <= 0 )
THROW;
strcpy( szName, "" );
sscanf( sLine, "\"%[^\"]\"", szName );
CString sAlphaTexture = szName;
if( sAlphaTexture != "" )
{
CString sTexturePath = sDir + sAlphaTexture;
FixSlashesInPlace( sTexturePath );
CollapsePath( sTexturePath );
if( IsAFile(sTexturePath) )
Material.alpha.Load( sTexturePath );
else
{
CString sError = ssprintf( "'%s' references a texture '%s' that does not exist", sPath.c_str(), sTexturePath.c_str() );
RageException::Throw( sError );
}
}
}
}
}
f.Close();
}
bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
{
m_mapNameToAnimation[sAniName] = msAnimation();
msAnimation &Animation = m_mapNameToAnimation[sAniName];
if( Animation.LoadMilkshapeAsciiBones( sAniName, sPath ) )
{
m_mapNameToAnimation.erase( sAniName );
return false;
}
return true;
}
bool Model::EarlyAbortDraw() const
{
return m_pGeometry == NULL || m_pGeometry->m_Meshes.empty();
}
void Model::DrawCelShaded()
{
this->SetGlow(RageColor(0,0,0,1));
this->SetDiffuseAlpha(0);
DISPLAY->SetPolygonMode( POLYGON_LINE );
DISPLAY->SetLineWidth( 4 );
this->SetZWrite( false );
this->Draw();
this->SetDiffuseAlpha(1);
this->SetGlow(RageColor(1,1,1,0));
DISPLAY->SetPolygonMode( POLYGON_FILL );
this->SetZWrite( true );
this->Draw();
}
void Model::DrawPrimitives()
{
Actor::SetGlobalRenderStates(); // set Actor-specified render states
/* Don't if we're fully transparent */
if( m_pTempState->diffuse[0].a < 0.001f && m_pTempState->glow.a < 0.001f )
return;
DISPLAY->Scale( 1, -1, 1 ); // flip Y so positive is up
//////////////////////
// render the diffuse pass
//////////////////////
if( m_pTempState->diffuse[0].a > 0 )
{
DISPLAY->SetTextureModeModulate();
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
{
const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
if( pMesh->nMaterialIndex != -1 ) // has a material
{
// apply material
msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
RageColor Emissive = mat.Emissive;
RageColor Ambient = mat.Ambient;
RageColor Diffuse = mat.Diffuse;
Emissive *= m_pTempState->diffuse[0];
Ambient *= m_pTempState->diffuse[0];
Diffuse *= m_pTempState->diffuse[0];
DISPLAY->SetMaterial( Emissive, Ambient, Diffuse, mat.Specular, mat.fShininess );
RageVector2 vTexTranslate = mat.diffuse.GetTextureTranslate();
if( vTexTranslate.x != 0 || vTexTranslate.y != 0 )
{
DISPLAY->TexturePushMatrix();
DISPLAY->TextureTranslate( vTexTranslate.x, vTexTranslate.y );
}
/* There's some common code that could be folded out here, but it seems
* clearer to keep it separate. */
if( DISPLAY->GetNumTextureUnits() < 2 )
{
// render the diffuse texture
DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.diffuse.m_bSphereMapped );
DrawMesh( i );
// render the additive texture
if( mat.alpha.GetCurrentTexture() )
{
DISPLAY->SetTexture( 0, mat.alpha.GetCurrentTexture() );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.alpha.m_bSphereMapped );
// UGLY: This overrides the Actor's BlendMode
DISPLAY->SetBlendMode( BLEND_ADD );
DISPLAY->SetTextureFiltering( true );
DrawMesh( i );
}
}
else
{
// render the diffuse texture with texture unit 1
DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.diffuse.m_bSphereMapped );
// render the additive texture with texture unit 2
if( mat.alpha.GetCurrentTexture() )
{
DISPLAY->SetTexture( 1, mat.alpha.GetCurrentTexture() );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.alpha.m_bSphereMapped );
DISPLAY->SetTextureModeAdd();
DISPLAY->SetTextureFiltering( true );
}
else
{
DISPLAY->SetTexture( 1, NULL );
// set current texture back to 0 or else texture transform applied above
// isn't used. Why?!?
DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
}
/* go */
DrawMesh( i );
// Turn off Environment mapping on tex unit 0. Is there a better way to reset?
DISPLAY->SetTexture( 0, NULL );
DISPLAY->SetSphereEnvironmentMapping( 0 );
}
if( vTexTranslate.x != 0 || vTexTranslate.y != 0 )
DISPLAY->TexturePopMatrix();
}
else
{
static const RageColor emissive( 0,0,0,0 );
static const RageColor ambient( 0.2f,0.2f,0.2f,1 );
static const RageColor diffuse( 0.7f,0.7f,0.7f,1 );
static const RageColor specular( 0.2f,0.2f,0.2f,1 );
static const float shininess = 1;
DISPLAY->SetMaterial( emissive, ambient, diffuse, specular, shininess );
DISPLAY->ClearAllTextures();
DISPLAY->SetSphereEnvironmentMapping( false );
DrawMesh( i );
}
DISPLAY->SetSphereEnvironmentMapping( false );
DISPLAY->SetBlendMode( BLEND_NORMAL );
}
}
//////////////////////
// render the glow pass
//////////////////////
if( m_pTempState->glow.a > 0.0001f )
{
DISPLAY->SetTextureModeGlow();
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
{
const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
// apply material
RageColor emissive = RageColor(0,0,0,0);
RageColor ambient = m_pTempState->glow;
RageColor diffuse = RageColor(0,0,0,0);
RageColor specular = RageColor(0,0,0,0);
float shininess = 1;
DISPLAY->SetMaterial( emissive, ambient, diffuse, specular, shininess );
DISPLAY->ClearAllTextures();
if( pMesh->nMaterialIndex != -1 )
{
msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
Actor::SetTextureRenderStates(); // set Actor-specified render states
}
else
{
}
DrawMesh( i );
}
}
}
void Model::DrawMesh( int i ) const
{
const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
// apply mesh-specific bone (if any)
if( pMesh->nBoneIndex != -1 )
{
DISPLAY->PushMatrix();
const RageMatrix &mat = m_vpBones[pMesh->nBoneIndex].mFinal;
DISPLAY->PreMultMatrix( mat );
}
// Draw it
const RageCompiledGeometry* TempGeometry = m_pTempGeometry ? m_pTempGeometry : m_pGeometry->m_pCompiledGeometry;
DISPLAY->DrawCompiledGeometry( TempGeometry, i, m_pGeometry->m_Meshes );
if( pMesh->nBoneIndex != -1 )
DISPLAY->PopMatrix();
}
void Model::SetDefaultAnimation( CString sAnimation, float fPlayRate )
{
m_sDefaultAnimation = sAnimation;
m_fDefaultAnimationRate = fPlayRate;
}
void Model::PlayAnimation( CString sAniName, float fPlayRate )
{
if( m_mapNameToAnimation.find(sAniName) == m_mapNameToAnimation.end() )
return;
const msAnimation *pNewAnimation = &m_mapNameToAnimation[sAniName];
m_fCurFrame = 0;
m_fCurAnimationRate = fPlayRate;
if( m_pCurAnimation == pNewAnimation )
return;
m_pCurAnimation = pNewAnimation;
// setup bones
unsigned nBoneCount = m_pCurAnimation->Bones.size();
m_vpBones.resize( nBoneCount );
for( unsigned i = 0; i < nBoneCount; i++ )
{
const msBone *pBone = &m_pCurAnimation->Bones[i];
const RageVector3 &vRot = pBone->Rotation;
RageMatrixAngles( &m_vpBones[i].mRelative, vRot );
m_vpBones[i].mRelative.m[3][0] = pBone->Position[0];
m_vpBones[i].mRelative.m[3][1] = pBone->Position[1];
m_vpBones[i].mRelative.m[3][2] = pBone->Position[2];
int nParentBone = m_pCurAnimation->FindBoneByName( pBone->szParentName );
if( nParentBone != -1 )
{
RageMatrixMultiply( &m_vpBones[i].mAbsolute, &m_vpBones[nParentBone].mAbsolute, &m_vpBones[i].mRelative );
m_vpBones[i].mFinal = m_vpBones[i].mAbsolute;
}
else
{
m_vpBones[i].mAbsolute = m_vpBones[i].mRelative;
m_vpBones[i].mFinal = m_vpBones[i].mRelative;
}
}
// subtract out the bone's resting position
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
{
msMesh *pMesh = &m_pGeometry->m_Meshes[i];
vector<RageModelVertex> &Vertices = pMesh->Vertices;
for( unsigned j = 0; j < Vertices.size(); j++ )
{
// int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : bone;
RageVector3 &pos = Vertices[j].p;
int8_t bone = Vertices[j].bone;
if( bone != -1 )
{
pos[0] -= m_vpBones[bone].mAbsolute.m[3][0];
pos[1] -= m_vpBones[bone].mAbsolute.m[3][1];
pos[2] -= m_vpBones[bone].mAbsolute.m[3][2];
RageVector3 vTmp;
RageMatrix inverse;
RageMatrixTranspose( &inverse, &m_vpBones[bone].mAbsolute ); // transpose = inverse for rotation matrices
RageVec3TransformNormal( &vTmp, &pos, &inverse );
pos = vTmp;
}
}
}
/* Set up m_vpBones, just in case we're drawn without being Update()d. */
SetBones( m_pCurAnimation, m_fCurFrame, m_vpBones );
UpdateTempGeometry();
}
void Model::AdvanceFrame( float fDeltaTime )
{
if( m_pGeometry == NULL ||
m_pGeometry->m_Meshes.empty() ||
!m_pCurAnimation )
{
return; // bail early
}
// LOG->Trace( "m_fCurFrame = %f", m_fCurFrame );
m_fCurFrame += FRAMES_PER_SECOND * fDeltaTime * m_fCurAnimationRate;
if( m_fCurFrame >= m_pCurAnimation->nTotalFrames )
{
if( m_bRevertToDefaultAnimation && m_sDefaultAnimation != "" )
{
this->PlayAnimation( m_sDefaultAnimation, m_fDefaultAnimationRate );
/* XXX: add to m_fCurFrame the wrapover from the previous
* m_fCurFrame-m_pCurAnimation->nTotalFrames, so it doesn't skip */
}
else
m_fCurFrame -= m_pCurAnimation->nTotalFrames;
}
SetBones( m_pCurAnimation, m_fCurFrame, m_vpBones );
UpdateTempGeometry();
}
void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones )
{
unsigned nBoneCount = pAnimation->Bones.size();
for( unsigned i = 0; i < nBoneCount; i++ )
{
const msBone *pBone = &pAnimation->Bones[i];
int nPositionKeyCount = pBone->PositionKeys.size();
int nRotationKeyCount = pBone->RotationKeys.size();
if( nPositionKeyCount == 0 && nRotationKeyCount == 0 )
{
vpBones[i].mFinal = vpBones[i].mAbsolute;
}
else
{
RageVector3 vPos;
RageVector3 vRot;
//
// search for the adjacent position keys
//
const msPositionKey *pLastPositionKey = NULL, *pThisPositionKey = NULL;
for( int j = 0; j < nPositionKeyCount; j++ )
{
const msPositionKey *pPositionKey = &pBone->PositionKeys[j];
if( pPositionKey->fTime >= fFrame )
{
pThisPositionKey = pPositionKey;
break;
}
pLastPositionKey = pPositionKey;
}
if( pLastPositionKey != NULL && pThisPositionKey != NULL )
{
float d = pThisPositionKey->fTime - pLastPositionKey->fTime;
float s = (fFrame - pLastPositionKey->fTime) / d;
vPos = pLastPositionKey->Position + (pThisPositionKey->Position - pLastPositionKey->Position) * s;
}
else if( pLastPositionKey == NULL )
vPos = pThisPositionKey->Position;
else if( pThisPositionKey == NULL )
vPos = pLastPositionKey->Position;
//
// search for the adjacent rotation keys
//
RageMatrix m;
RageMatrixIdentity( &m );
const msRotationKey *pLastRotationKey = NULL, *pThisRotationKey = NULL;
for( int j = 0; j < nRotationKeyCount; j++ )
{
const msRotationKey *pRotationKey = &pBone->RotationKeys[j];
if( pRotationKey->fTime >= fFrame )
{
pThisRotationKey = pRotationKey;
break;
}
pLastRotationKey = pRotationKey;
}
if( pLastRotationKey != 0 && pThisRotationKey != 0 )
{
const float s = SCALE( fFrame, pLastRotationKey->fTime, pThisRotationKey->fTime, 0, 1 );
RageVector4 q1, q2, q;
RageQuatFromHPR( &q1, pLastRotationKey->Rotation );
RageQuatFromHPR( &q2, pThisRotationKey->Rotation );
RageQuatSlerp( &q, q1, q2, s );
RageMatrixFromQuat( &m, q );
}
else if( pLastRotationKey == 0 )
{
vRot = pThisRotationKey->Rotation;
RageMatrixAngles( &m, vRot );
}
else if( pThisRotationKey == 0 )
{
vRot = pLastRotationKey->Rotation;
RageMatrixAngles( &m, vRot );
}
m.m[3][0] = vPos[0];
m.m[3][1] = vPos[1];
m.m[3][2] = vPos[2];
RageMatrixMultiply( &vpBones[i].mRelativeFinal, &vpBones[i].mRelative, &m );
int nParentBone = pAnimation->FindBoneByName( pBone->szParentName );
if( nParentBone == -1 )
vpBones[i].mFinal = vpBones[i].mRelativeFinal;
else
RageMatrixMultiply( &vpBones[i].mFinal, &vpBones[nParentBone].mFinal, &vpBones[i].mRelativeFinal );
}
}
}
void Model::UpdateTempGeometry()
{
if( m_pGeometry == NULL || m_pTempGeometry == NULL )
return;
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
{
const msMesh &origMesh = m_pGeometry->m_Meshes[i];
msMesh &tempMesh = m_vTempMeshes[i];
const vector<RageModelVertex> &origVertices = origMesh.Vertices;
vector<RageModelVertex> &tempVertices = tempMesh.Vertices;
for( unsigned j = 0; j < origVertices.size(); j++ )
{
RageVector3& tempPos = tempVertices[j].p;
RageVector3& tempNormal = tempVertices[j].n;
const RageVector3& originalPos = origVertices[j].p;
const RageVector3& originalNormal = origVertices[j].n;
int8_t bone = origVertices[j].bone;
if( bone == -1 )
{
tempNormal = originalNormal;
tempPos = originalPos;
}
else
{
RageVec3TransformNormal( &tempNormal, &originalNormal, &m_vpBones[bone].mFinal );
RageVec3TransformCoord( &tempPos, &originalPos, &m_vpBones[bone].mFinal );
}
}
}
// send the new vertices to the graphics card
m_pTempGeometry->Change( m_vTempMeshes );
}
void Model::Update( float fDelta )
{
Actor::Update( fDelta );
AdvanceFrame( fDelta );
for( unsigned i = 0; i < m_Materials.size(); ++i )
{
m_Materials[i].diffuse.Update( fDelta );
m_Materials[i].alpha.Update( fDelta );
}
}
int Model::GetNumStates() const
{
int iMaxStates = 0;
FOREACH_CONST( msMaterial, m_Materials, m )
iMaxStates = max( iMaxStates, m->diffuse.GetNumStates() );
return iMaxStates;
}
void Model::SetState( int iNewState )
{
FOREACH( msMaterial, m_Materials, m )
{
m->diffuse.SetState( iNewState );
m->alpha.SetState( iNewState );
}
}
float Model::GetAnimationLengthSeconds() const
{
float fSeconds = 0;
FOREACH_CONST( msMaterial, m_Materials, m )
fSeconds = max( fSeconds, m->diffuse.GetAnimationLengthSeconds() );
return fSeconds;
}
void Model::SetSecondsIntoAnimation( float fSeconds )
{
FOREACH( msMaterial, m_Materials, m )
{
m->diffuse.SetSecondsIntoAnimation( fSeconds );
m->alpha.SetSecondsIntoAnimation( fSeconds );
}
}
/*
void Model::HandleCommand( const Command &command )
{
BeginHandleArgs;
const CString& sName = command.GetName();
if( sName=="play" )
{
PlayAnimation( sArg(1),fArg(2) );
}
else
{
Actor::HandleCommand( command );
return;
}
EndHandleArgs;
}
*/
bool Model::MaterialsNeedNormals() const
{
FOREACH_CONST( msMaterial, m_Materials, m )
{
if( m->NeedsNormals() )
return true;
}
return false;
}
// lua start
#include "LuaBinding.h"
class LunaModel: public Luna<Model>
{
public:
LunaModel() { LUA->Register( Register ); }
static int playanimation( T* p, lua_State *L ) { p->PlayAnimation(SArg(1),FArg(2)); return 0; }
static void Register(lua_State *L)
{
ADD_METHOD( playanimation );
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( Model, Actor )
// lua end
/*
* (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.
*/