mirror of
https://github.com/ptitSeb/Serious-Engine
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134 lines
6.4 KiB
C++
134 lines
6.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_MODELDATA_H
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#define SE_INCL_MODELDATA_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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#include <Engine/Base/CTString.h>
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Placement.h>
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#include <Engine/Graphics/Texture.h>
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#include <Engine/Models/Model.h>
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#include <Engine/Templates/DynamicArray.h>
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#include <Engine/Templates/StaticArray.h>
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#define MMI_OPAQUE (1L<<25) // entire mip model writes to z-buffer
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#define MMI_TRANSLUCENT (1L<<26) // entire mip model doesn't write to z-buffer
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// ! WARNING: to var that holds these flags is copied from surface flags which has reserved bits 20 and below !
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class ENGINE_API CModelPatch {
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public:
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CTString mp_strName;
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CTextureObject mp_toTexture;
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MEX2D mp_mexPosition;
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FLOAT mp_fStretch;
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CModelPatch(void);
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void Read_t( CTStream *strFile); // throw char *
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void Write_t( CTStream *strFile); // throw char *
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};
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struct ENGINE_API ModelMipInfo
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{
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ModelMipInfo(); // constructor
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~ModelMipInfo(); // destructor
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INDEX mmpi_PolygonsCt; // how many polygons in this mip-model
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ULONG mmpi_ulFlags; // flags for this mip model
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CStaticArray<struct PolygonsPerPatch> mmpi_aPolygonsPerPatch; // for each patch info telling which polygons are occupied by that patch
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CStaticArray<struct ModelPolygon> mmpi_Polygons; // array of polygons
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CStaticArray<struct ModelTextureVertex> mmpi_TextureVertices; // with U,V and data for calculating U,V (for modeler) [???]
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CStaticArray<struct MappingSurface> mmpi_MappingSurfaces; // with HPB, zoom, name of all surfaces
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// rendering info
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INDEX mmpi_ctMipVx;
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INDEX mmpi_ctSrfVx; // total number of surface vertices in this mip
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CStaticArray<UWORD> mmpi_auwMipToMdl; // model vertices used in this mip
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CStaticArray<UWORD> mmpi_auwSrfToMip; // surface vertices to mip vertices lookup
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CStaticArray<FLOAT2D> mmpi_avmexTexCoord; // texture coordinates for each surface vertex
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CStaticArray<FLOAT3D> mmpi_avBumpU; // bump directions for each surface vertex
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CStaticArray<FLOAT3D> mmpi_avBumpV; // bump directions for each surface vertex
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ULONG mmpi_ulLayerFlags; // all texture layers needed in this mip
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INDEX mmpi_ctTriangles; // total triangles in this mip
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CStaticStackArray<INDEX> mmpi_aiElements;
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void Clear(); // clears this mip model's arays and their sub-arrays, dealocates memory
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void Read_t( CTStream *istrFile, BOOL bReadPolygonalPatches, BOOL bReadPolygonsPerSurface,
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BOOL bReadSurfaceColors); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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};
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class ENGINE_API CModelData : public CAnimData {
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public:
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INDEX md_VerticesCt; // number of vertices in model
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INDEX md_FramesCt; // number of all frames used by this model
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CStaticArray<struct ModelFrameVertex8> md_FrameVertices8; // all frames and all their vertices [FramesCt*VerticesCt] (8-bit)
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CStaticArray<struct ModelFrameVertex16> md_FrameVertices16; // same but 16-bit
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CStaticArray<struct ModelFrameInfo> md_FrameInfos; // bounding box info [FramesCt]
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CStaticArray<FLOAT3D> md_MainMipVertices; // global array with coordinates of all vertices of main mip-model, used for creating mip-models [VerticesCt]
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CStaticArray<struct TransformedVertexData> md_TransformedVertices; // buffer with i,j,k, rotated and stretched gouraud normal [VerticesCt]
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CStaticArray<ULONG> md_VertexMipMask; // array of vertice masks telling in which mip model some vertex exists [VerticesCt]
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INDEX md_MipCt; // number of mip-models
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float md_MipSwitchFactors[MAX_MODELMIPS]; // array of mip factors determing where mip-models switch
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struct ModelMipInfo md_MipInfos[MAX_MODELMIPS]; // contains how many polygons and which contains which vertices (different for each mip-model)
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MEX md_Width, md_Height; // size of texture, used for checking validiti of surfaces
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CModelPatch md_mpPatches[MAX_TEXTUREPATCHES]; // patches themselfs
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CTString md_ColorNames[MAX_COLOR_NAMES]; // strings containing edited color names
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ULONG md_Flags; // model flags (face froward, reflesction mapping)
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SLONG md_ShadowQuality; // determines maximum shadow quality
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FLOAT3D md_Stretch; // stretch vector (static one, dynamic one is in model object)
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FLOAT3D md_vCenter; // center of object
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FLOAT3D md_vCompressedCenter; // compressed (0-255) center of object (handle)
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BOOL md_bHasAlpha; // set if any surface has alpha blending
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// array of collision boxes for this model
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CDynamicArray<CModelCollisionBox> md_acbCollisionBox;
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BOOL md_bCollideAsCube; // if model colide as stretched cube
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CDynamicArray<CAttachedModelPosition> md_aampAttachedPosition;
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BOOL md_bIsEdited; // set if model is part of CEditModel object
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COLOR md_colDiffuse;
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COLOR md_colReflections;
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COLOR md_colSpecular;
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COLOR md_colBump;
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BOOL md_bPreparedForRendering; // set if model is prepared for rendering
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public:
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CModelData();
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~CModelData();
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DECLARE_NOCOPYING(CModelData);
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// reference counting (override from CAnimData)
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void RemReference_internal(void);
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void PtrsToIndices();
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void IndicesToPtrs();
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void SpreadMipSwitchFactors( INDEX iFirst, float fStartingFactor); // spreads mip switch factors
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void GetTextureDimensions( MEX &mexWidth, MEX &mexHeight); // riches texture dimensions
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void GetAllFramesBBox( FLOATaabbox3D &MaxBB); // calculates all frame's bounding box
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FLOAT3D GetCollisionBoxMin(INDEX iCollisionBox);
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FLOAT3D GetCollisionBoxMax(INDEX iCollisionBox);
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// returns HEIGHT_EQ_WIDTH, LENGTH_EQ_WIDTH or LENGTH_EQ_HEIGHT
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INDEX GetCollisionBoxDimensionEquality(INDEX iCollisionBox);
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ULONG GetFlags(void);
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void Clear(void);
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// check if this kind of objects is auto-freed
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virtual BOOL IsAutoFreed(void);
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// get amount of memory used by this object
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SLONG GetUsedMemory(void);
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void ClearAnimations(void);
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void LinkDataForSurfaces(BOOL bFirstMip);// calculate polygons and vertices for surface
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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/* Get the description of this object. */
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CTString GetDescription(void);
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};
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#endif /* include-once check. */
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