mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +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.
282 lines
9.9 KiB
C++
282 lines
9.9 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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#ifndef SE_INCL_MODELINSTANCE_H
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#define SE_INCL_MODELINSTANCE_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/Ska/Skeleton.h>
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#include <Engine/Ska/AnimSet.h>
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#include <Engine/Ska/StringTable.h>
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#include <Engine/Math/AABBox.h>
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#include <Engine/Templates/StaticStackArray.h>
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#include <Engine/Templates/StaticArray.h>
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#include <Engine/Templates/DynamicContainer.h>
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#include <Engine/Graphics/Shader.h>
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// nubers are same as in models.h
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#define SKA_HEIGHT_EQ_WIDTH 0
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#define SKA_LENGTH_EQ_WIDTH 1
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#define SKA_LENGTH_EQ_HEIGHT 2
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// special assert for ska
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#ifdef SKADEBUG
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#ifdef NDEBUG
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#define SKAASSERT(__ignore) ((void)0)
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#else
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#define SKAASSERT(expr) ASSERT(expr)
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#endif
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#else
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#define SKAASSERT(__ignore) ((void)0)
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#endif
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struct ColisionBox
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{
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ColisionBox() {};
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ColisionBox(FLOAT3D vMin,FLOAT3D vMax) {
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SetMin(vMin);
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SetMax(vMax);
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SetName("Default");
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};
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inline FLOAT3D &Min() {return cb_vMin;}
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inline FLOAT3D &Max() {return cb_vMax;}
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inline void SetMin(const FLOAT3D &vMin) {cb_vMin = vMin;}
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inline void SetMax(const FLOAT3D &vMax) {cb_vMax = vMax;}
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inline void SetName(CTString strName) {
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cb_strName = strName;
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cb_iBoxID = ska_GetIDFromStringTable(cb_strName);
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}
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inline const CTString &GetName() {return cb_strName;}
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inline const INDEX GetID() {return cb_iBoxID;}
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private:
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FLOAT3D cb_vMin;
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FLOAT3D cb_vMax;
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CTString cb_strName;
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INDEX cb_iBoxID;
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};
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struct MeshInstance
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{
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CMesh *mi_pMesh;
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CStaticArray<struct TextureInstance> mi_tiTextures;
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};
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struct TextureInstance
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{
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TextureInstance &operator=(const TextureInstance &tiOther) {
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ti_iTextureID = tiOther.ti_iTextureID;
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TextureInstance &ti = (TextureInstance&)tiOther;
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CTString strTexName = ti.ti_toTexture.GetName();
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ti_toTexture.SetData_t(strTexName);
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ti.ti_toTexture.SetData(NULL);
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return *this;
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}
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INDEX GetID() {return ti_iTextureID;}
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void SetName(CTString &strTexID) {
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ti_iTextureID = ska_GetIDFromStringTable(strTexID);
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}
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public:
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CTextureObject ti_toTexture;
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private:
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INDEX ti_iTextureID;
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};
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struct AnimQueue
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{
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CStaticStackArray<struct AnimList> aq_Lists; // Array of currently playing anim lists
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};
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struct AnimList
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{
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FLOAT al_fStartTime; // Time when this list was created
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FLOAT al_fFadeTime; // Time when this list will fade in
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CStaticStackArray<struct PlayedAnim> al_PlayedAnims; // Array of currently playing anims in this list
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};
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struct PlayedAnim
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{
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FLOAT pa_fStartTime; // Time when this animation was started
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FLOAT pa_fSpeedMul; // Speed multiplier
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INDEX pa_iAnimID; // Animation id
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ULONG pa_ulFlags; // Animation flags
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FLOAT pa_Strength; // Animation strength
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INDEX pa_GroupID; // Group ID
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};
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class ENGINE_API CModelInstance
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{
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public:
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CModelInstance();
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~CModelInstance();
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CModelInstance(CModelInstance &miOther);
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void operator=(CModelInstance &miOther);
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// Add child model instance
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void AddChild(CModelInstance *pmi, INDEX iParentBoneID = -1);
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// Add new mesh to model instance
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void AddMesh_t(CTFileName fnMesh);
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// Add new skeleton to model instance
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void AddSkeleton_t(CTFileName fnSkeleton);
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// Add new animset to model instance
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void AddAnimSet_t(CTFileName fnAnimSet);
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// Add new texture to model instance
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void AddTexture_t(CTFileName fnTexture, CTString strTexID, MeshInstance *pmshi);
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// Remove child model instance
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void RemoveChild(CModelInstance *pmi);
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// Remove one texture from model instance
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void RemoveTexture(TextureInstance *ptiRemove,MeshInstance *pmshi);
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// Find mesh instance in model instance
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MeshInstance *FindMeshInstance(INDEX iMeshID);
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// Find texture instance in all mesh instances in model instance
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TextureInstance *FindTexureInstance(INDEX iTexID);
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// Find texture instance in given mesh instance
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TextureInstance *FindTexureInstance(INDEX iTexID, MeshInstance &mshi);
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// Copy mesh instance for other model instance
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void CopyMeshInstance(CModelInstance &miOther);
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// Get child of model instance
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CModelInstance *GetChild(INDEX iChildID, BOOL bRecursive = FALSE);
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// Set parent bone of model instance
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void SetParentBone(INDEX iParentBoneID);
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// Get parent of model instance
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CModelInstance *GetParent(CModelInstance *pmiStartFrom);
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// Get first parent that does not reference its child model instance
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CModelInstance *GetFirstNonReferencedParent(CModelInstance *pmiRoot);
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// Change parent of model instance
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void ChangeParent(CModelInstance *pmiOldParent, CModelInstance *pmiNewParent);
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// Model instance offsets from parent model
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void SetOffset(FLOAT fOffset[6]);
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void SetOffsetRot(ANGLE3D aRot);
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void SetOffsetPos(FLOAT3D vPos);
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FLOAT3D GetOffsetPos();
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ANGLE3D GetOffsetRot();
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// Stretch model instance
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void StretchModel(const FLOAT3D &vStretch);
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// Stretch model instance without attachments
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void StretchSingleModel(const FLOAT3D &vStretch);
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// Add new cloned anim state
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void NewClonedState(FLOAT fFadeTime);
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// Add new clear anim state
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void NewClearState(FLOAT fFadeTime);
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// Sets name of model instance
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void SetName(CTString strName);
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// Gets name of model instance
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const CTString &GetName();
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// Gets id of model instance
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const INDEX &GetID();
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// Add animation to last anim queue
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void AddAnimation(INDEX iAnimID, ULONG ulFlags, FLOAT fStrength, INDEX iGroupID, FLOAT fSpeedMul = 1.0f);
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// Remove all animations before last animation that has fully faded in
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void RemovePassedAnimsFromQueue(void);
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// Remove animation from anim queue
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void RemAnimation(INDEX iAnimID);
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// Remove all animations from anim queue with same ID
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void RemAnimsWithID(INDEX iGroupID);
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// Stop all animations in anim queue
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void StopAllAnimations(FLOAT fFadeTime);
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// Offset all animations in anim queue
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void OffSetAnimationQueue(TIME fOffsetTime);
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// Find animation by ID
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BOOL FindAnimationByID(int iAnimID, INDEX *piAnimSetIndex, INDEX *piAnimIndex);
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// Find first animation of all animations in ModelInstance (safety function)
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INDEX FindFirstAnimationID();
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// Get animation length
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FLOAT GetAnimLength(INDEX iAnimID);
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// Check if given animation is currently playing
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BOOL IsAnimationPlaying(INDEX iAnimID);
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// Add flags to animation playing in anim queue
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BOOL AddFlagsToPlayingAnim(INDEX iAnimID, ULONG ulFlags);
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// Model color
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COLOR &GetModelColor(void);
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void SetModelColor(COLOR colNewColor);
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BOOL HasAlpha(void);
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BOOL HasShadow(FLOAT fMipFactor);
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BOOL IsModelVisible( FLOAT fMipFactor);
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void AddSimpleShadow( const FLOAT fIntensity, const FLOATplane3D &plShadowPlane);
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void GetModelVertices( CStaticStackArray<FLOAT3D> &avVertices, FLOATmatrix3D &mRotation,FLOAT3D &vPosition, FLOAT fNormalOffset, FLOAT fDistance);
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// Colision boxes
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ColisionBox &GetColisionBox(INDEX icb);
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ColisionBox &GetCurrentColisionBox();
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void GetCurrentColisionBox(FLOATaabbox3D &paabbox);
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void GetAllFramesBBox(FLOATaabbox3D &aabbox);
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FLOAT3D GetCollisionBoxMin(INDEX iCollisionBox=0);
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FLOAT3D GetCollisionBoxMax(INDEX iCollisionBox=0);
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INDEX GetCollisionBoxDimensionEquality(INDEX iCollisionBox=0);
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INDEX GetColisionBoxIndex(INDEX iBoxID);
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// Add new colision box to model instance
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void AddColisionBox(CTString strName,FLOAT3D vMin,FLOAT3D vMax);
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// Remove colision box from model instance
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void RemoveColisionBox(INDEX iIndex);
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// Copy model instance data from other mi
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void Copy(CModelInstance &miOther);
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// Synchronize with another model (copy animations/attachments positions etc from there)
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void Synchronize(CModelInstance &miOther);
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// Clear model instance
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void Clear();
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// Flag for parser to remember source file names (used only in ska studio)
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static void EnableSrcRememberFN(BOOL bEnable);
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// Count used memory
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SLONG GetUsedMemory(void);
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public:
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CSkeleton *mi_psklSkeleton; // pointer to skeleton object
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CStaticArray<struct MeshInstance> mi_aMeshInst; // array of mesh instances
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CStaticArray<struct ColisionBox> mi_cbAABox; // array of colision boxes
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CDynamicContainer<class CAnimSet> mi_aAnimSet; // array of animsets
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CDynamicContainer<class CModelInstance> mi_cmiChildren; // array of child model instances
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AnimQueue mi_aqAnims; // current animation queue for this model instance
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QVect mi_qvOffset; // current offset from parent model instance
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INDEX mi_iParentBoneID; // ID of parent bone in parent model instance
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INDEX mi_iCurentBBox; // index of current colision box in colision box array
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COLOR mi_colModelColor; // color of this model instance
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FLOAT3D mi_vStretch; // stretch of this model instance
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ColisionBox mi_cbAllFramesBBox; // all frames colision box
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CTFileName mi_fnSourceFile; // source file name of this model instance (used only for ska studio)
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private:
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INDEX mi_iModelID; // ID of this model instance (this is ID for mi_strName)
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CTString mi_strName; // name of this model instance
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};
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// Parse smc file in existing model instance
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ENGINE_API void ParseSmcFile_t(CModelInstance &mi, const CTString &fnSmcFile);
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// Create model instance and parse smc file in it
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ENGINE_API CModelInstance *ParseSmcFile_t(const CTString &fnSmcFile);
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// Create empty model instance
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ENGINE_API CModelInstance *CreateModelInstance(CTString strName);
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// Delete model instance
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ENGINE_API void DeleteModelInstance(CModelInstance *pmi);
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// Calculate fading factor for animation list
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ENGINE_API FLOAT CalculateFadeFactor(AnimList &alList);
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#endif /* include-once check. */
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