122 lines
3.7 KiB
C++
122 lines
3.7 KiB
C++
/* Model - A 3D model. */
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#ifndef MODEL_H
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#define MODEL_H
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#include "Actor.h"
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#include "RageTypes.h"
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#include "ModelTypes.h"
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#include <vector>
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#include <map>
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#include "RageModelGeometry.h"
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template<class T>
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class LunaModel : public LunaActor<T>
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{
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public:
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LunaModel() { LUA->Register( Register ); }
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static int playanimation( T* p, lua_State *L ) { p->PlayAnimation(SArg(1),FArg(2)); return 0; }
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static void Register(lua_State *L)
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{
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ADD_METHOD( playanimation )
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LunaActor<T>::Register( L );
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}
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};
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class Model : public Actor
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{
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public:
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Model ();
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virtual ~Model ();
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void Clear ();
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void Load( CString sFile );
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void LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBomesPath );
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void LoadFromModelFile( CString sFile );
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void LoadMilkshapeAscii( CString sFile );
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void LoadMaterialsFromMilkshapeAscii( CString sPath );
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bool LoadMilkshapeAsciiBones( CString sAniName, CString sPath );
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void PlayAnimation( CString sAniName, float fPlayRate = 1 );
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virtual void Update( float fDelta );
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virtual bool EarlyAbortDraw();
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virtual void DrawPrimitives();
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void AdvanceFrame (float dt);
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void DrawCelShaded();
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virtual int GetNumStates() const;
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virtual void SetState( int iNewState );
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virtual float GetAnimationLengthSeconds() const;
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virtual void SetSecondsIntoAnimation( float fSeconds );
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CString GetDefaultAnimation() { return m_sDefaultAnimation; };
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void SetDefaultAnimation( CString sAnimation, float fPlayRate = 1 );
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bool m_bRevertToDefaultAnimation;
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bool MaterialsNeedNormals() const;
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//
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// Commands
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//
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virtual void PushSelf( lua_State *L );
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private:
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RageModelGeometry *m_pGeometry;
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vector<msMaterial> m_Materials;
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map<CString,msAnimation> m_mapNameToAnimation;
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const msAnimation* m_pCurAnimation;
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static void SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones );
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vector<myBone_t> m_vpBones;
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// If any vertex has a bone weight, then then render from m_pTempGeometry.
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// Otherwise, render directly from m_pGeometry.
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RageCompiledGeometry* m_pTempGeometry;
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void UpdateTempGeometry();
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/* Keep a copy of the mesh data only if m_pTempGeometry is in use. The normal and
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* position data will be changed; the rest is static and kept only to prevent making
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* a complete copy. */
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vector<msMesh> m_vTempMeshes;
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void DrawMesh( int i ) const;
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float m_fCurFrame;
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CString m_sDefaultAnimation;
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float m_fDefaultAnimationRate;
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float m_fCurAnimationRate;
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};
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#endif
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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