mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 19:55:54 +01:00
9820436fbe
Touches a lot of code to remove long constants like "1L", so this patch is large and ugly, but I think it makes all those Clamp() calls look nicer in the long run. Most of the game is 64-bit clean, since we can build without assembly code now. I've marked the things that are obviously still wrong with STUBBED lines. That being said: a 64-bit build can already run the demos mostly correctly, so we're actually almost there! There are a few obvious things that are obviously wrong, to be fixed.
1107 lines
31 KiB
C++
1107 lines
31 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include <Engine/StdH.h>
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#include <Engine/Ska/ModelInstance.h>
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#include <Engine/Ska/Skeleton.h>
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#include <Engine/Ska/Render.h>
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#include <Engine/Ska/StringTable.h>
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#include <Engine/Ska/ParsingSmbs.h>
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#include <Engine/Base/ErrorReporting.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Math/Quaternion.h>
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#include <Engine/Templates/DynamicStackArray.cpp>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Templates/Stock_CMesh.h>
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#include <Engine/Templates/Stock_CSkeleton.h>
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#include <Engine/Templates/Stock_CAnimSet.h>
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#include <Engine/Templates/Stock_CTextureData.h>
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#include <Engine/Templates/Stock_CShader.h>
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// does parser remember smc source files?
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BOOL bRememberSourceFN = FALSE;
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// pointer to model instance for parser
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CModelInstance *_yy_mi = NULL;
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// calculate fade factor of animation list in animqueue
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FLOAT CalculateFadeFactor(AnimList &alList)
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{
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if(alList.al_fFadeTime==0) {
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return 1.0f;
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}
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FLOAT fFadeFactor = (_pTimer->GetLerpedCurrentTick() - alList.al_fStartTime) / alList.al_fFadeTime;
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return Clamp(fFadeFactor,0.0f,1.0f);
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}
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// create model instance
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CModelInstance *CreateModelInstance(CTString strName)
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{
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CModelInstance *pmi = new CModelInstance;
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pmi->SetName(strName);
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return pmi;
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}
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void DeleteModelInstance(CModelInstance *pmi)
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{
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ASSERT(pmi!=NULL);
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// if model instance is valid
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if(pmi!=NULL) {
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// Clear model instance
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pmi->Clear();
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// Delete model instance
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delete pmi;
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pmi = NULL;
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}
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}
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// Parse smc file in existing model instance
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void ParseSmcFile_t(CModelInstance &mi, const CTString &fnSmcFile)
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{
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// Clear given model instance before parsing
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mi.Clear();
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CTFileName fnFileName = fnSmcFile;
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try {
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fnFileName.RemoveApplicationPath_t();
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} catch (char *) {
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}
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CTString strIncludeFile;
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strIncludeFile.Load_t(fnFileName);
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_yy_mi = &mi;
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SMCPushBuffer(fnFileName, strIncludeFile, TRUE);
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engine_ska_yyparse();
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}
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// Create model instance and parse smc file in it
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CModelInstance *ParseSmcFile_t(const CTString &fnSmcFile)
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{
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_yy_mi = NULL;
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// Create new model instance for parser
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_yy_mi = CreateModelInstance("Temp");
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// Parse given smc file
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ParseSmcFile_t(*_yy_mi,fnSmcFile);
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return _yy_mi;
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}
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CModelInstance::CModelInstance()
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{
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mi_psklSkeleton = NULL;
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mi_iParentBoneID = -1;
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mi_colModelColor = 0;
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mi_vStretch = FLOAT3D(1,1,1);
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mi_colModelColor = 0xFFFFFFFF;
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mi_aqAnims.aq_Lists.SetAllocationStep(1);
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mi_cmiChildren.SetAllocationStep(1);
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memset(&mi_qvOffset,0,sizeof(QVect));
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mi_qvOffset.qRot.q_w = 1;
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mi_iCurentBBox = -1;
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// set default all frames bbox
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// mi_cbAllFramesBBox.SetName("All Frames Bounding box");
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mi_cbAllFramesBBox.SetMin(FLOAT3D(-0.5,0,-0.5));
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mi_cbAllFramesBBox.SetMax(FLOAT3D(0.5,2,0.5));
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// Set default model instance name
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// SetName("Noname");
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}
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CModelInstance::~CModelInstance()
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{
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}
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// copy constructor
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CModelInstance::CModelInstance(CModelInstance &miOther)
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{
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// Forbiden
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ASSERT(FALSE);
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}
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void CModelInstance::operator=(CModelInstance &miOther)
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{
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// Forbiden
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ASSERT(FALSE);
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}
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void CModelInstance::GetAllFramesBBox(FLOATaabbox3D &aabbox)
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{
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aabbox = FLOATaabbox3D(mi_cbAllFramesBBox.Min(),mi_cbAllFramesBBox.Max());
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}
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// fills curent colision box info
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void CModelInstance::GetCurrentColisionBox(FLOATaabbox3D &aabbox)
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{
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ColisionBox &cb = GetCurrentColisionBox();
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aabbox = FLOATaabbox3D(cb.Min(),cb.Max());
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}
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ColisionBox &CModelInstance::GetCurrentColisionBox()
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{
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ASSERT(mi_iCurentBBox>=0);
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ASSERT(mi_iCurentBBox<mi_cbAABox.Count());
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ASSERT(mi_cbAABox.Count()>0);
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return mi_cbAABox[mi_iCurentBBox];
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}
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INDEX CModelInstance::GetColisionBoxIndex(INDEX iBoxID)
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{
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INDEX ctcb = mi_cbAABox.Count();
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// for each existing box
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for(SLONG icb=0;icb<ctcb;icb++) {
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ColisionBox &cb = mi_cbAABox[icb];
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// if this is searched box
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if(cb.GetID() == iBoxID) {
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// return index of box
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return icb;
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}
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}
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// colision box was not found, return default (0)
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SKAASSERT(FALSE);
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return 0;
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}
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ColisionBox &CModelInstance::GetColisionBox(INDEX icb)
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{
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ASSERT(icb>=0);
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ASSERT(icb<mi_cbAABox.Count());
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return mi_cbAABox[icb];
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}
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FLOAT3D CModelInstance::GetCollisionBoxMin(INDEX iCollisionBox/*=0*/)
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{
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INDEX iCollisionBoxClamped = Clamp(iCollisionBox, 0, mi_cbAABox.Count()-1);
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FLOAT3D vMin = mi_cbAABox[ iCollisionBoxClamped].Min();
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return vMin;
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};
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FLOAT3D CModelInstance::GetCollisionBoxMax(INDEX iCollisionBox/*=0*/)
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{
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INDEX iCollisionBoxClamped = Clamp(iCollisionBox, 0, mi_cbAABox.Count()-1);
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FLOAT3D vMax = mi_cbAABox[ iCollisionBoxClamped].Max();
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return vMax;
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};
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// returns HEIGHT_EQ_WIDTH, LENGHT_EQ_WIDTH or LENGHT_EQ_HEIGHT
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INDEX CModelInstance::GetCollisionBoxDimensionEquality(INDEX iCollisionBox/*=0*/)
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{
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// if colision box does not exists
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if(iCollisionBox>=mi_cbAABox.Count()) {
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// give last colision box
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iCollisionBox = mi_cbAABox.Count()-1;
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}
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// check if error is fixed
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ASSERT(mi_cbAABox.Count()>iCollisionBox);
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ColisionBox &cb = this->mi_cbAABox[iCollisionBox];
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FLOAT fWeigth = cb.Max()(1) - cb.Min()(1);
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FLOAT fHeight = cb.Max()(2) - cb.Min()(2);
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FLOAT fLength = cb.Max()(3) - cb.Min()(3);
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if(fLength == fHeight) {
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return SKA_LENGTH_EQ_HEIGHT;
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} else if(fHeight == fWeigth) {
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return SKA_HEIGHT_EQ_WIDTH;
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// default fLength == fWeight
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} else {
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return SKA_LENGTH_EQ_WIDTH;
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}
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};
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// add colision box to model instance
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void CModelInstance::AddColisionBox(CTString strName,FLOAT3D vMin,FLOAT3D vMax)
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{
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INDEX ctcb = mi_cbAABox.Count();
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mi_cbAABox.Expand(ctcb+1);
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ColisionBox &cb = mi_cbAABox[ctcb];
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cb.SetName(strName);
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cb.SetMin(vMin);
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cb.SetMax(vMax);
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mi_iCurentBBox = 0;
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}
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// remove colision box from model instance
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void CModelInstance::RemoveColisionBox(INDEX iIndex)
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{
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INDEX ctcb = mi_cbAABox.Count();
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INDEX icbNew = 0;
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CStaticArray<struct ColisionBox> aColisionBoxesTemp;
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aColisionBoxesTemp.New(ctcb-1);
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for(INDEX icb=0;icb<ctcb;icb++) {
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if(iIndex != icb) {
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aColisionBoxesTemp[icbNew] = mi_cbAABox[icb];
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icbNew++;
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}
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}
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mi_cbAABox = aColisionBoxesTemp;
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}
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// add child to modelinstance
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void CModelInstance::AddChild(CModelInstance *pmi, INDEX iParentBoneID /* = -1 */)
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{
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SKAASSERT(pmi!=NULL);
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if(pmi==NULL) return;
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mi_cmiChildren.Add(pmi);
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if (iParentBoneID>0) {
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pmi->SetParentBone(iParentBoneID);
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}
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}
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// remove model instance child
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void CModelInstance::RemoveChild(CModelInstance *pmi)
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{
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ASSERT(pmi!=this);
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SKAASSERT(pmi!=NULL);
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// aditional check
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if(pmi==NULL) return;
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if(pmi==this) return;
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mi_cmiChildren.Remove(pmi);
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}
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// set new parent bone index
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void CModelInstance::SetParentBone(INDEX iParentBoneID)
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{
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mi_iParentBoneID = iParentBoneID;
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}
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// Model instance offsets from parent model
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void CModelInstance::SetOffset(FLOAT fOffset[6])
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{
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FLOAT3D fRot(fOffset[3],fOffset[4],fOffset[5]);
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mi_qvOffset.qRot.FromEuler(fRot);
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mi_qvOffset.vPos = FLOAT3D(fOffset[0],fOffset[1],fOffset[2]);
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}
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void CModelInstance::SetOffsetPos(FLOAT3D vPos)
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{
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mi_qvOffset.vPos = vPos;
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}
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void CModelInstance::SetOffsetRot(ANGLE3D aRot)
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{
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mi_qvOffset.qRot.FromEuler(aRot);
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}
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FLOAT3D CModelInstance::GetOffsetPos()
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{
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return mi_qvOffset.vPos;
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}
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ANGLE3D CModelInstance::GetOffsetRot()
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{
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ANGLE3D aRot;
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FLOATmatrix3D mat;
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mi_qvOffset.qRot.ToMatrix(mat);
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DecomposeRotationMatrix(aRot,mat);
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return aRot;
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}
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// Stretch model instance
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void CModelInstance::StretchModel(const FLOAT3D &vStretch)
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{
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mi_vStretch = vStretch;
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}
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// Stretch model instance without attachments
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void CModelInstance::StretchSingleModel(const FLOAT3D &vStretch)
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{
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mi_vStretch = vStretch;
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// for each child of model instance
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INDEX ctch = mi_cmiChildren.Count();
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for(INDEX ich=0;ich<ctch;ich++) {
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// set new stretch of model instance
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CModelInstance &chmi = mi_cmiChildren[ich];
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chmi.StretchSingleModel(FLOAT3D(1/vStretch(1),1/vStretch(2),1/vStretch(3)));
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}
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}
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// Add mesh to ModelInstance
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void CModelInstance::AddMesh_t(CTFileName fnMesh)
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{
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int ctMeshInst = mi_aMeshInst.Count();
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mi_aMeshInst.Expand(ctMeshInst+1);
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memset(&mi_aMeshInst[ctMeshInst],0,sizeof(mi_aMeshInst[ctMeshInst]));
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mi_aMeshInst[ctMeshInst].mi_pMesh = _pMeshStock->Obtain_t(fnMesh);
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}
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// Add skeleton to ModelInstance
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void CModelInstance::AddSkeleton_t(CTFileName fnSkeleton)
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{
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mi_psklSkeleton = _pSkeletonStock->Obtain_t(fnSkeleton);
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}
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// Add AnimSet to ModelInstance
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void CModelInstance::AddAnimSet_t(CTFileName fnAnimSet)
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{
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CAnimSet *Anim = _pAnimSetStock->Obtain_t(fnAnimSet);
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mi_aAnimSet.Add(Anim);
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}
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// Add texture to ModelInstance (if no mesh instance given, add texture to last mesh instance)
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void CModelInstance::AddTexture_t(CTFileName fnTexture, CTString strTexID,MeshInstance *pmshi)
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{
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if(pmshi == NULL) {
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INDEX ctMeshInst = mi_aMeshInst.Count();
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if(ctMeshInst<=0) throw("Error adding texture\nMesh instance does not exists");
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pmshi = &mi_aMeshInst[ctMeshInst-1];
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}
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INDEX ctTextInst = pmshi->mi_tiTextures.Count();
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pmshi->mi_tiTextures.Expand(ctTextInst+1);
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pmshi->mi_tiTextures[ctTextInst].ti_toTexture.SetData_t(fnTexture);
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pmshi->mi_tiTextures[ctTextInst].SetName(strTexID);
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}
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// Remove one texture from model instance
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void CModelInstance::RemoveTexture(TextureInstance *ptiRemove,MeshInstance *pmshi)
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{
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ASSERT(pmshi!=NULL);
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CStaticArray<struct TextureInstance> atiTextures;
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INDEX ctti=pmshi->mi_tiTextures.Count();
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atiTextures.New(ctti-1);
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// for each texture instance in mesh instance
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INDEX iIndexSrc=0;
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for(INDEX iti=0;iti<ctti;iti++)
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{
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TextureInstance *pti = &pmshi->mi_tiTextures[iti];
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// if texture instance is different from selected one
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if(pti != ptiRemove) {
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// copy it to new array of texture isntances
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atiTextures[iIndexSrc] = pmshi->mi_tiTextures[iti];
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iIndexSrc++;
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}
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}
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// copy new texture instances array in mesh instance
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pmshi->mi_tiTextures.CopyArray(atiTextures);
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// clear temp texture isntances array
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atiTextures.Clear();
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}
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// Find texture instance in all mesh instances in model instance
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TextureInstance *CModelInstance::FindTexureInstance(INDEX iTexID)
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{
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// for each mesh instance
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INDEX ctmshi = mi_aMeshInst.Count();
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for(INDEX imshi=0;imshi<ctmshi;imshi++) {
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MeshInstance &mshi = mi_aMeshInst[imshi];
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// for each texture instance in meshinstance
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INDEX ctti = mshi.mi_tiTextures.Count();
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for(INDEX iti=0;iti<ctti;iti++) {
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TextureInstance &ti = mshi.mi_tiTextures[iti];
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// if this is texinstance that is beeing serched for
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if(ti.GetID() == iTexID) {
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// return it
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return &ti;
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}
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}
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}
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// texture instance wasn't found
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return NULL;
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}
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// Find texture instance in given mesh instance
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TextureInstance *CModelInstance::FindTexureInstance(INDEX iTexID, MeshInstance &mshi)
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{
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// for each texture instance in given mesh instance
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INDEX ctti = mshi.mi_tiTextures.Count();
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for(INDEX iti=0;iti<ctti;iti++) {
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TextureInstance &ti = mshi.mi_tiTextures[iti];
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// if this is texinstance that is beeing serched for
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if(ti.GetID() == iTexID) {
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// return it
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return &ti;
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}
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}
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// texture instance wasn't found
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return NULL;
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}
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// change parent of model instance
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void CModelInstance::ChangeParent(CModelInstance *pmiOldParent, CModelInstance *pmiNewParent)
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{
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SKAASSERT(pmiOldParent!=NULL);
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SKAASSERT(pmiNewParent!=NULL);
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if(pmiOldParent == NULL) {
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CPrintF("Model Instance doesn't have a parent\n");
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return;
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}
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if(pmiNewParent == NULL) {
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CPrintF("New parent of model instance is NULL\n");
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return;
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}
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pmiOldParent->mi_cmiChildren.Remove(this);
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pmiNewParent->mi_cmiChildren.Add(this);
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}
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// return parent of this model instance
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// must suply first model instance in hierarchy cos model instance does not have its parent remembered
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CModelInstance *CModelInstance::GetParent(CModelInstance *pmiStartFrom)
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{
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ASSERT(pmiStartFrom!=NULL);
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// aditional check
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if(pmiStartFrom==NULL) return NULL;
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// if 'this' is member of pmiStartFrom return it
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if(pmiStartFrom->mi_cmiChildren.IsMember(this)) {
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return pmiStartFrom;
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}
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// count childrent of pmiStartFrom
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INDEX ctcmi = pmiStartFrom->mi_cmiChildren.Count();
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// for each child of pmiStartFrom
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for(INDEX icmi=0;icmi<ctcmi;icmi++) {
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// if some of children have 'this' as member return them as parent
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CModelInstance *pmiReturned = GetParent(&pmiStartFrom->mi_cmiChildren[icmi]);
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if(pmiReturned != NULL) {
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return pmiReturned;
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}
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}
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return NULL;
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}
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// returns child with specified id
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/*CModelInstance *CModelInstance::GetChild(INDEX iChildID, BOOL bRecursive)
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{
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INDEX ctcmi = mi_cmiChildren.Count();
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for(INDEX icmi=0;icmi<ctcmi;icmi++) {
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CModelInstance *pmi = &mi_cmiChildren[icmi];
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if(pmi->mi_iModelID == iChildID) {
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return pmi;
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}
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}
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return NULL;
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}*/
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CModelInstance *CModelInstance::GetChild(INDEX iChildID, BOOL bRecursive/*=FALSE*/)
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{
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INDEX ctcmi = mi_cmiChildren.Count();
|
|
for(INDEX icmi=0;icmi<ctcmi;icmi++) {
|
|
CModelInstance *pmi = &mi_cmiChildren[icmi];
|
|
if(pmi->mi_iModelID == iChildID) {
|
|
return pmi;
|
|
}
|
|
// if child has own children, go recursive
|
|
if(bRecursive && pmi->mi_cmiChildren.Count()>0) {
|
|
pmi = pmi->GetChild(iChildID, TRUE);
|
|
if (pmi!=NULL) return pmi;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// returns parent that is not included in his parents smc file
|
|
CModelInstance *CModelInstance::GetFirstNonReferencedParent(CModelInstance *pmiRoot)
|
|
{
|
|
ASSERT(this!=NULL);
|
|
ASSERT(pmiRoot!=NULL);
|
|
CModelInstance *pmiParent = this->GetParent(pmiRoot);
|
|
CModelInstance *pmiLast = this;
|
|
while(pmiParent != NULL)
|
|
{
|
|
if(pmiParent->mi_fnSourceFile != mi_fnSourceFile)
|
|
{
|
|
return pmiLast;
|
|
}
|
|
pmiLast = pmiParent;
|
|
pmiParent = pmiParent->GetParent(pmiRoot);
|
|
}
|
|
return NULL;//return pmiRoot
|
|
}
|
|
|
|
// add animation to ModelInstance
|
|
void CModelInstance::AddAnimation(INDEX iAnimID, ULONG ulFlags, FLOAT fStrength, INDEX iGroupID, FLOAT fSpeedMul/*=1.0f*/)
|
|
{
|
|
|
|
#ifdef SKADEBUG
|
|
// see whether this animation even exists in the current skeleton
|
|
INDEX iDummy1, iDummy2;
|
|
if (!FindAnimationByID(iAnimID, &iDummy1, &iDummy2)) {
|
|
/*this ModelInstance does not contain the required animation!!!*/
|
|
SKAASSERT(FALSE);
|
|
}
|
|
#endif
|
|
|
|
fSpeedMul = 1/fSpeedMul;
|
|
// if no restart flag was set
|
|
if(ulFlags&AN_NORESTART) {
|
|
// if given animtion is allready playing
|
|
if(IsAnimationPlaying(iAnimID)) {
|
|
if(ulFlags&AN_LOOPING) {
|
|
AddFlagsToPlayingAnim(iAnimID,AN_LOOPING);
|
|
}
|
|
// return without adding animtion
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if flag for new cleared state is set
|
|
if(ulFlags&AN_CLEAR) {
|
|
// do new clear state with default length
|
|
NewClearState(CLEAR_STATE_LENGTH);
|
|
// if flag for new cloned state is set
|
|
} else if(ulFlags&AN_CLONE) {
|
|
// do new clear state with default length
|
|
NewClonedState(CLONED_STATE_LENGTH);
|
|
}
|
|
|
|
// if anim queue is empty
|
|
INDEX ctal = mi_aqAnims.aq_Lists.Count();
|
|
if(ctal == 0) {
|
|
// add new clear state
|
|
NewClearState(0);
|
|
}
|
|
|
|
ctal = mi_aqAnims.aq_Lists.Count();
|
|
AnimList &alList = mi_aqAnims.aq_Lists[ctal-1];
|
|
|
|
// if flag is set not to sort anims
|
|
if(ulFlags&AN_NOGROUP_SORT) {
|
|
// just add new animations to end of list
|
|
PlayedAnim &plAnim = alList.al_PlayedAnims.Push();
|
|
plAnim.pa_iAnimID = iAnimID;
|
|
plAnim.pa_fSpeedMul = fSpeedMul;
|
|
plAnim.pa_fStartTime = _pTimer->CurrentTick();
|
|
plAnim.pa_Strength = fStrength;
|
|
plAnim.pa_ulFlags = ulFlags;
|
|
plAnim.pa_GroupID = iGroupID;
|
|
// no flag set, sort animation by groupID
|
|
} else {
|
|
// add one animation to anim list
|
|
alList.al_PlayedAnims.Push();
|
|
INDEX ctpa = alList.al_PlayedAnims.Count();
|
|
|
|
INDEX ipa=ctpa-1;
|
|
if(ipa>0) {
|
|
// for each old animation from last to first
|
|
for(;ipa>0;ipa--) {
|
|
PlayedAnim &pa = alList.al_PlayedAnims[ipa-1];
|
|
PlayedAnim &paNext = alList.al_PlayedAnims[ipa];
|
|
// if anim group id is larger than new group id
|
|
if(pa.pa_GroupID>iGroupID) {
|
|
// move animation in array to right
|
|
paNext = pa;
|
|
} else break;
|
|
}
|
|
}
|
|
// set new animation as current index in anim list
|
|
PlayedAnim &plAnim = alList.al_PlayedAnims[ipa];
|
|
plAnim.pa_iAnimID = iAnimID;
|
|
plAnim.pa_fSpeedMul = fSpeedMul;
|
|
plAnim.pa_fStartTime = _pTimer->CurrentTick();
|
|
plAnim.pa_Strength = fStrength;
|
|
plAnim.pa_ulFlags = ulFlags;
|
|
plAnim.pa_GroupID = iGroupID;
|
|
}
|
|
}
|
|
|
|
// remove played anim from stack
|
|
void CModelInstance::RemAnimation(INDEX iAnimID)
|
|
{
|
|
INDEX ctal = mi_aqAnims.aq_Lists.Count();
|
|
// if anim queue is empty
|
|
if(ctal < 1) {
|
|
SKAASSERT(FALSE);
|
|
// no anim to remove
|
|
return;
|
|
}
|
|
|
|
// get last anim list in queue
|
|
AnimList &alList = mi_aqAnims.aq_Lists[ctal-1];
|
|
// count played anims in anim list
|
|
INDEX ctpa = alList.al_PlayedAnims.Count();
|
|
// loop each played anim in anim list
|
|
for(int ipa=0;ipa<ctpa;ipa++) {
|
|
PlayedAnim &paAnim = alList.al_PlayedAnims[ipa];
|
|
// remove if same ID
|
|
if(paAnim.pa_iAnimID == iAnimID) {
|
|
// copy all latter anims over this one
|
|
for(int ira=ipa;ira<ctpa-1;ira++) {
|
|
alList.al_PlayedAnims[ira] = alList.al_PlayedAnims[ira+1];
|
|
}
|
|
// decrease played anims count
|
|
ctpa--;
|
|
// remove last anim
|
|
alList.al_PlayedAnims.Pop();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remove all anims with GroupID
|
|
void CModelInstance::RemAnimsWithID(INDEX iGroupID)
|
|
{
|
|
INDEX ctal = mi_aqAnims.aq_Lists.Count();
|
|
// if anim queue is empty
|
|
if(ctal < 1) {
|
|
SKAASSERT(FALSE);
|
|
// no anim to remove
|
|
return;
|
|
}
|
|
|
|
// get last anim list in queue
|
|
AnimList &alList = mi_aqAnims.aq_Lists[ctal-1];
|
|
// count played anims in anim list
|
|
INDEX ctpa = alList.al_PlayedAnims.Count();
|
|
// loop each played anim in anim list
|
|
int ipa;
|
|
for(ipa=0;ipa<ctpa;ipa++) {
|
|
PlayedAnim &paAnim = alList.al_PlayedAnims[ipa];
|
|
// remove if same Group ID
|
|
if(paAnim.pa_GroupID == iGroupID) {
|
|
// copy all latter anims over this one
|
|
for(int ira=ipa;ira<ctpa-1;ira++) {
|
|
alList.al_PlayedAnims[ira] = alList.al_PlayedAnims[ira+1];
|
|
}
|
|
// decrease played anims count
|
|
ctpa--;
|
|
// remove last anim
|
|
alList.al_PlayedAnims.Pop();
|
|
}
|
|
}
|
|
}
|
|
|
|
// remove unused anims from queue
|
|
void CModelInstance::RemovePassedAnimsFromQueue()
|
|
{
|
|
// count AnimLists
|
|
INDEX ctal = mi_aqAnims.aq_Lists.Count();
|
|
// find newes animlist that has fully faded in
|
|
INDEX iFirstAnimList = -1;
|
|
// for each anim list from last to first
|
|
INDEX ial;
|
|
for(ial=ctal-1;ial>=0;ial--)
|
|
{
|
|
AnimList &alList = mi_aqAnims.aq_Lists[ial];
|
|
// calculate fade factor for this animlist
|
|
FLOAT fFadeFactor = CalculateFadeFactor(alList);
|
|
// if factor is 1 remove all animlists before this one
|
|
if(fFadeFactor >= 1.0f) {
|
|
iFirstAnimList = ial;
|
|
break;
|
|
}
|
|
}
|
|
if(iFirstAnimList <= 0) return;
|
|
// move later anim lists to first pos
|
|
for(ial=iFirstAnimList;ial<ctal;ial++)
|
|
{
|
|
mi_aqAnims.aq_Lists[ial-iFirstAnimList] = mi_aqAnims.aq_Lists[ial];
|
|
mi_aqAnims.aq_Lists[ial].al_PlayedAnims.PopAll();
|
|
}
|
|
// remove all Anim list before iFirstAnimList
|
|
mi_aqAnims.aq_Lists.PopUntil(ctal-iFirstAnimList-1);
|
|
}
|
|
|
|
// create new state, copy last state in it and give it a fade time
|
|
void CModelInstance::NewClonedState(FLOAT fFadeTime)
|
|
{
|
|
RemovePassedAnimsFromQueue();
|
|
INDEX ctal = mi_aqAnims.aq_Lists.Count();
|
|
if(ctal == 0)
|
|
{
|
|
// if anim queue is empty add new clear state
|
|
NewClearState(fFadeTime);
|
|
ctal = 1;
|
|
}
|
|
// create new Anim list
|
|
AnimList &alNewList = mi_aqAnims.aq_Lists.Push();
|
|
alNewList.al_PlayedAnims.SetAllocationStep(1);
|
|
AnimList &alList = mi_aqAnims.aq_Lists[ctal-1];
|
|
// copy anims to new List
|
|
alNewList.al_PlayedAnims = alList.al_PlayedAnims;
|
|
alNewList.al_fFadeTime = fFadeTime;
|
|
alNewList.al_fStartTime = _pTimer->CurrentTick();
|
|
}
|
|
|
|
// create new cleared state and give it a fade time
|
|
void CModelInstance::NewClearState(FLOAT fFadeTime)
|
|
{
|
|
RemovePassedAnimsFromQueue();
|
|
// add new empty list
|
|
AnimList &alNewList = mi_aqAnims.aq_Lists.Push();
|
|
alNewList.al_PlayedAnims.SetAllocationStep(1);
|
|
alNewList.al_fFadeTime = fFadeTime;
|
|
alNewList.al_fStartTime = _pTimer->CurrentTick();
|
|
alNewList.al_PlayedAnims.PopAll();
|
|
}
|
|
|
|
// stop all animations in this model instance and its children
|
|
void CModelInstance::StopAllAnimations(FLOAT fFadeTime)
|
|
{
|
|
INDEX ctmi = mi_cmiChildren.Count();
|
|
for(INDEX imi=0;imi<ctmi;imi++)
|
|
{
|
|
CModelInstance &cmi = mi_cmiChildren[imi];
|
|
cmi.StopAllAnimations(fFadeTime);
|
|
}
|
|
NewClearState(fFadeTime);
|
|
}
|
|
|
|
// Offset all animations in anim queue
|
|
void CModelInstance::OffSetAnimationQueue(TIME fOffsetTime)
|
|
{
|
|
// for each anim list in anim queue
|
|
INDEX ctal = mi_aqAnims.aq_Lists.Count();
|
|
for(INDEX ial=0;ial<ctal;ial++) {
|
|
AnimList &al = mi_aqAnims.aq_Lists[ial];
|
|
// Modify anim list start time
|
|
al.al_fStartTime +=fOffsetTime;
|
|
}
|
|
}
|
|
|
|
// Find animation by ID
|
|
BOOL CModelInstance::FindAnimationByID(int iAnimID,INDEX *piAnimSetIndex,INDEX *piAnimIndex)
|
|
{
|
|
INDEX ctas = mi_aAnimSet.Count();
|
|
if (ctas<=0) return FALSE;
|
|
// for each animset
|
|
for(int ias=ctas-1;ias>=0;ias--) {
|
|
CAnimSet &asAnimSet = mi_aAnimSet[ias];
|
|
INDEX ctan = asAnimSet.as_Anims.Count();
|
|
// for each animation
|
|
for(int ian=0;ian<ctan;ian++) {
|
|
Animation &an = asAnimSet.as_Anims[ian];
|
|
// if this is animation to find
|
|
if(an.an_iID == iAnimID) {
|
|
// set pointers of indices to animset and animation
|
|
*piAnimSetIndex = ias;
|
|
*piAnimIndex = ian;
|
|
// retrun succesfully
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
// animation was't found
|
|
return FALSE;
|
|
}
|
|
|
|
// Find animation by ID
|
|
INDEX CModelInstance::FindFirstAnimationID()
|
|
{
|
|
INDEX ctas = mi_aAnimSet.Count();
|
|
// for each animset
|
|
for(int ias=0; ias<ctas; ias--) {
|
|
CAnimSet &asAnimSet = mi_aAnimSet[ias];
|
|
INDEX ctan = asAnimSet.as_Anims.Count();
|
|
// for each animation
|
|
for(int ian=0;ian<ctan;ian++) {
|
|
Animation &an = asAnimSet.as_Anims[ian];
|
|
return an.an_iID;
|
|
}
|
|
}
|
|
// never should get here
|
|
return -1;
|
|
}
|
|
|
|
// get animation length
|
|
FLOAT CModelInstance::GetAnimLength(INDEX iAnimID)
|
|
{
|
|
INDEX iAnimSetIndex,iAnimIndex;
|
|
FindAnimationByID(iAnimID,&iAnimSetIndex,&iAnimIndex);
|
|
CAnimSet &as = mi_aAnimSet[iAnimSetIndex];
|
|
Animation &an = as.as_Anims[iAnimIndex];
|
|
return an.an_fSecPerFrame * an.an_iFrames;
|
|
}
|
|
|
|
// Check if given animation is currently playing
|
|
BOOL CModelInstance::IsAnimationPlaying(INDEX iAnimID)
|
|
{
|
|
// check last anim list if animation iAnimID exists in it
|
|
INDEX ctal = mi_aqAnims.aq_Lists.Count();
|
|
// if there are anim lists in animqueue
|
|
if(ctal>0) {
|
|
// check last one
|
|
AnimList &al = mi_aqAnims.aq_Lists[ctal-1];
|
|
INDEX ctpa = al.al_PlayedAnims.Count();
|
|
for(INDEX ipa=0;ipa<ctpa;ipa++) {
|
|
PlayedAnim &pa = al.al_PlayedAnims[ipa];
|
|
if(pa.pa_iAnimID == iAnimID) {
|
|
// found it
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
// this animation is currently not playing
|
|
return FALSE;
|
|
}
|
|
|
|
// Add flags to animation playing in anim queue
|
|
BOOL CModelInstance::AddFlagsToPlayingAnim(INDEX iAnimID, ULONG ulFlags)
|
|
{
|
|
// check last anim list if animation iAnimID exists in it
|
|
INDEX ctal = mi_aqAnims.aq_Lists.Count();
|
|
// if there are anim lists in animqueue
|
|
if(ctal>0) {
|
|
// check last one
|
|
AnimList &al = mi_aqAnims.aq_Lists[ctal-1];
|
|
INDEX ctpa = al.al_PlayedAnims.Count();
|
|
for(INDEX ipa=0;ipa<ctpa;ipa++) {
|
|
PlayedAnim &pa = al.al_PlayedAnims[ipa];
|
|
if(pa.pa_iAnimID == iAnimID) {
|
|
pa.pa_ulFlags |= ulFlags;
|
|
// found it
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
// this animation is currently not playing
|
|
return FALSE;
|
|
}
|
|
|
|
// Sets name of model instance
|
|
void CModelInstance::SetName(CTString strName)
|
|
{
|
|
mi_strName = strName;
|
|
mi_iModelID = ska_GetIDFromStringTable(strName);
|
|
}
|
|
// Gets name of model instance
|
|
const CTString &CModelInstance::GetName()
|
|
{
|
|
return mi_strName;
|
|
}
|
|
// Gets id of model instance
|
|
const INDEX &CModelInstance::GetID()
|
|
{
|
|
return mi_iModelID;
|
|
}
|
|
|
|
// Get vertex positions in absolute space
|
|
void CModelInstance::GetModelVertices( CStaticStackArray<FLOAT3D> &avVertices, FLOATmatrix3D &mRotation,
|
|
FLOAT3D &vPosition, FLOAT fNormalOffset, FLOAT fDistance)
|
|
{
|
|
RM_SetObjectPlacement(mRotation,vPosition);
|
|
RM_GetModelVertices(*this,avVertices, mRotation, vPosition, fNormalOffset, fDistance);
|
|
}
|
|
|
|
// Model color
|
|
COLOR &CModelInstance::GetModelColor(void)
|
|
{
|
|
return mi_colModelColor;
|
|
}
|
|
void CModelInstance::SetModelColor(COLOR colNewColor)
|
|
{
|
|
mi_colModelColor = colNewColor;
|
|
INDEX ctch = mi_cmiChildren.Count();
|
|
// for each child
|
|
for(INDEX ich=0;ich<ctch;ich++) {
|
|
CModelInstance &cmi = mi_cmiChildren[ich];
|
|
// set child model color
|
|
cmi.SetModelColor(colNewColor);
|
|
}
|
|
}
|
|
// test it the model has alpha blending
|
|
BOOL CModelInstance::HasAlpha(void)
|
|
{
|
|
return (GetModelColor()&0xFF)!=0xFF;
|
|
}
|
|
|
|
BOOL CModelInstance::IsModelVisible( FLOAT fMipFactor)
|
|
{
|
|
#pragma message(">> IsModelVisible")
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL CModelInstance::HasShadow(FLOAT fMipFactor)
|
|
{
|
|
#pragma message(">> HasShadow")
|
|
return TRUE;
|
|
}
|
|
|
|
// simple shadow rendering
|
|
void CModelInstance::AddSimpleShadow( const FLOAT fIntensity, const FLOATplane3D &plShadowPlane)
|
|
{
|
|
|
|
// if shadows are not rendered for current mip, model is half/full face-forward,
|
|
// intensitiy is too low or projection is not perspective - do nothing!
|
|
//if( !HasShadow(1) || fIntensity<0.01f || !_aprProjection.IsPerspective()
|
|
// || (rm.rm_pmdModelData->md_Flags&(MF_FACE_FORWARD|MF_HALF_FACE_FORWARD))) return;
|
|
// ASSERT( _iRenderingType==1);
|
|
ASSERT( fIntensity>0 && fIntensity<=1);
|
|
// do some rendering
|
|
// _pfModelProfile.StartTimer( CModelProfile::PTI_RENDERSIMPLESHADOW);
|
|
// _pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_RENDERSIMPLESHADOW);
|
|
// _sfStats.IncrementCounter( CStatForm::SCI_MODELSHADOWS);
|
|
// calculate projection model bounding box in object space (if needed)
|
|
// CalculateBoundingBox( this, rm);
|
|
// add one simple shadow to batch list
|
|
RM_SetObjectMatrices(*this);
|
|
RM_AddSimpleShadow_View(*this, fIntensity, plShadowPlane);
|
|
// all done
|
|
// _pfModelProfile.StopTimer( CModelProfile::PTI_RENDERSIMPLESHADOW);
|
|
|
|
}
|
|
|
|
// Copy mesh instance for other model instance
|
|
void CModelInstance::CopyMeshInstance(CModelInstance &miOther)
|
|
{
|
|
INDEX ctmshi = miOther.mi_aMeshInst.Count();
|
|
// for each mesh insntace
|
|
for(INDEX imshi=0;imshi<ctmshi;imshi++) {
|
|
MeshInstance &mshiOther = miOther.mi_aMeshInst[imshi];
|
|
// add its mesh
|
|
AddMesh_t(mshiOther.mi_pMesh->GetName());
|
|
MeshInstance *pmshi = &mi_aMeshInst[imshi];
|
|
|
|
INDEX ctti = mshiOther.mi_tiTextures.Count();
|
|
// for each texture in mesh instance
|
|
for(INDEX iti=0;iti<ctti;iti++) {
|
|
TextureInstance &tiOther = mshiOther.mi_tiTextures[iti];
|
|
CTString strTexID = ska_GetStringFromTable(tiOther.GetID());
|
|
// CTextureData *ptd = (CTextureData*)tiOther.ti_toTexture.GetData();
|
|
AddTexture_t(tiOther.ti_toTexture.GetName(),strTexID,pmshi);
|
|
}
|
|
}
|
|
}
|
|
|
|
// copy from another object of same class
|
|
void CModelInstance::Copy(CModelInstance &miOther)
|
|
{
|
|
// clear this instance - otherwise it won't work
|
|
Clear();
|
|
|
|
mi_aqAnims.aq_Lists = miOther.mi_aqAnims.aq_Lists;
|
|
mi_iCurentBBox = miOther.mi_iCurentBBox;
|
|
mi_colModelColor = miOther.mi_colModelColor;
|
|
mi_iParentBoneID = miOther.mi_iParentBoneID;
|
|
mi_qvOffset = miOther.mi_qvOffset;
|
|
mi_strName = miOther.mi_strName;
|
|
mi_iModelID = miOther.mi_iModelID;
|
|
mi_cbAABox = miOther.mi_cbAABox;
|
|
mi_fnSourceFile = miOther.mi_fnSourceFile;
|
|
mi_vStretch = miOther.mi_vStretch;
|
|
|
|
// copt mesh instance
|
|
CopyMeshInstance(miOther);
|
|
|
|
// if skeleton exists
|
|
if(miOther.mi_psklSkeleton!=NULL) {
|
|
// copy skeleton
|
|
AddSkeleton_t(miOther.mi_psklSkeleton->GetName());
|
|
}
|
|
|
|
// copy animsets
|
|
INDEX ctas = miOther.mi_aAnimSet.Count();
|
|
// for each animset
|
|
for(INDEX ias=0;ias<ctas;ias++) {
|
|
// add animset to this model instance
|
|
CAnimSet &asOther = miOther.mi_aAnimSet[ias];
|
|
AddAnimSet_t(asOther.GetName());
|
|
}
|
|
|
|
// copy children
|
|
INDEX ctch = miOther.mi_cmiChildren.Count();
|
|
// for each child in other model instance
|
|
for(INDEX ich=0;ich<ctch;ich++) {
|
|
CModelInstance &chmiOther = miOther.mi_cmiChildren[ich];
|
|
CModelInstance *pchmi = CreateModelInstance("Temp");
|
|
pchmi->Copy(chmiOther);
|
|
AddChild(pchmi);
|
|
}
|
|
}
|
|
|
|
// Synchronize with another model (copy animations/attachments positions etc from there)
|
|
void CModelInstance::Synchronize(CModelInstance &miOther)
|
|
{
|
|
// Sync animations
|
|
mi_aqAnims.aq_Lists = miOther.mi_aqAnims.aq_Lists;
|
|
// Sync misc params
|
|
mi_qvOffset = miOther.mi_qvOffset;
|
|
mi_iParentBoneID = miOther.mi_iParentBoneID;
|
|
mi_colModelColor = miOther.mi_colModelColor;
|
|
mi_vStretch = miOther.mi_vStretch;
|
|
|
|
// for each child in model instance
|
|
INDEX ctchmi=mi_cmiChildren.Count();
|
|
for(INDEX ichmi=0;ichmi<ctchmi;ichmi++) {
|
|
CModelInstance &chmi = mi_cmiChildren[ichmi];
|
|
CModelInstance *pchmiOther = miOther.GetChild(chmi.GetID(),FALSE);
|
|
// if both model instance have this child
|
|
if(pchmiOther!=NULL) {
|
|
// sync child
|
|
chmi.Synchronize(*pchmiOther);
|
|
}
|
|
}
|
|
}
|
|
|
|
// clear model instance
|
|
void CModelInstance::Clear(void)
|
|
{
|
|
// for each child of this model instance
|
|
INDEX ctcmi = mi_cmiChildren.Count();
|
|
for(INDEX icmi=0; icmi<ctcmi; icmi++) {
|
|
// delete child
|
|
CModelInstance *pcmi = &mi_cmiChildren[0];
|
|
mi_cmiChildren.Remove(pcmi);
|
|
DeleteModelInstance(pcmi);
|
|
}
|
|
|
|
// release all meshes in stock used by mi
|
|
INDEX ctmshi = mi_aMeshInst.Count();
|
|
for(INDEX imshi=0; imshi<ctmshi; imshi++) {
|
|
MeshInstance &mshi = mi_aMeshInst[imshi];
|
|
CMesh *pmesh = mshi.mi_pMesh;
|
|
if(pmesh != NULL) {
|
|
_pMeshStock->Release(pmesh);
|
|
}
|
|
// release all textures in stock used by mesh
|
|
INDEX ctti = mshi.mi_tiTextures.Count();
|
|
for(INDEX iti=0;iti<ctti;iti++) {
|
|
TextureInstance &ti = mshi.mi_tiTextures[iti];
|
|
ti.ti_toTexture.SetData(NULL);
|
|
}
|
|
}
|
|
mi_aMeshInst.Clear();
|
|
// release skeleton in stock used by mi(if it exist)
|
|
if(mi_psklSkeleton != NULL) {
|
|
_pSkeletonStock->Release(mi_psklSkeleton);
|
|
mi_psklSkeleton = NULL;
|
|
}
|
|
|
|
// release all animsets in stock used by mi
|
|
INDEX ctas = mi_aAnimSet.Count();
|
|
for(INDEX ias=0;ias<ctas;ias++) {
|
|
_pAnimSetStock->Release(&mi_aAnimSet[ias]);
|
|
}
|
|
mi_aAnimSet.Clear();
|
|
|
|
// clear all colision boxes
|
|
mi_cbAABox.Clear();
|
|
// clear anim list
|
|
mi_aqAnims.aq_Lists.Clear();
|
|
}
|
|
|
|
// Count used memory
|
|
SLONG CModelInstance::GetUsedMemory(void)
|
|
{
|
|
SLONG slMemoryUsed = sizeof(*this);
|
|
// Count mesh instances
|
|
INDEX ctmshi = mi_aMeshInst.Count();
|
|
for(INDEX imshi=0;imshi<ctmshi;imshi++) {
|
|
MeshInstance &mshi = mi_aMeshInst[imshi];
|
|
slMemoryUsed += mshi.mi_tiTextures.Count() * sizeof(TextureInstance);
|
|
}
|
|
slMemoryUsed += mi_aMeshInst.Count() * sizeof(MeshInstance);
|
|
// Count bounding boxes
|
|
slMemoryUsed += mi_cbAABox.Count() * sizeof(ColisionBox);
|
|
// Cound child model instances
|
|
INDEX ctcmi = mi_cmiChildren.Count();
|
|
for(INDEX icmi=0;icmi<ctcmi;icmi++) {
|
|
CModelInstance &cmi = mi_cmiChildren[icmi];
|
|
slMemoryUsed += cmi.GetUsedMemory();
|
|
}
|
|
return slMemoryUsed;
|
|
}
|
|
|
|
// set parser to remember file names for modelinstances
|
|
void CModelInstance::EnableSrcRememberFN(BOOL bEnable)
|
|
{
|
|
bRememberSourceFN = bEnable;
|
|
}
|