Serious-Engine/Sources/Engine/Models/ModelObject.h
2016-03-11 15:57:17 +02:00

181 lines
9.6 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_MODELOBJECT_H
#define SE_INCL_MODELOBJECT_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/Lists.h>
#include <Engine/Models/Model.h>
#include <Engine/Math/Vector.h>
#include <Engine/Math/Placement.h>
#include <Engine/Graphics/Texture.h>
#include <Engine/Models/Model_internal.h>
class CAttachmentModelObject;
class CRenderModel;
class CModelInfo;
class ENGINE_API CModelObject : public CAnimObject {
private:
ULONG mo_PatchMask; // used to turn on/off texture patches (i.e. blood patches)
INDEX mo_iManualMipLevel;
BOOL mo_AutoMipModeling;
// API version
void RenderModel_View( CRenderModel &rm);
void RenderPatches_View( CRenderModel &rm);
void AddSimpleShadow_View( CRenderModel &rm, const FLOAT fIntensity, const FLOATplane3D &plShadowPlane);
void RenderShadow_View( CRenderModel &rm, const CPlacement3D &plLight,
const FLOAT fFallOff, const FLOAT fHotSpot, const FLOAT fIntensity,
const FLOATplane3D &plShadowPlane);
// software version for drawing model mask
void RenderModel_Mask( CRenderModel &rm);
public:
CTextureObject mo_toTexture; // texture used for model rendering
CTextureObject mo_toReflection; // texture used for reflection
CTextureObject mo_toSpecular; // texture used for specularity
CTextureObject mo_toBump; // texture used for bump
FLOAT3D mo_Stretch; // dynamic stretching vector, (usually 1,1,1)
ULONG mo_ColorMask; // mask telling what parts (colors) are visible
INDEX mo_iLastRenderMipLevel; // last rendered mip model index remembered
COLOR mo_colBlendColor; // dynamic blend color (alpha is applied)
CListHead mo_lhAttachments; // list of currently active attachment models
CModelObject(void); // default constructor
~CModelObject(void); // destructor
// copy from another object of same class
void Copy(CModelObject &moOther);
MEX GetWidth(); // retrieves model's texture width
MEX GetHeight();// retrieves model's texture height
void GetModelInfo(CModelInfo &miInfo); // retrieves full model info
BOOL IsModelVisible(float fMipFactor); // is model visible for given mip factor
INDEX GetMipModel(float fMipFactor); // retrieves current mip model index
BOOL HasShadow(INDEX iModelMip); // test if model has shadow at given mip level
FLOATaabbox3D GetFrameBBox( INDEX iFrameNo); // retrieves bounding box of given frame
BOOL IsAutoMipModeling(); // TRUE if auto mip modeling is on
void AutoMipModelingOn(); // function starts auto mip modeling
void AutoMipModelingOff(); // function stops auto mip modeling
INDEX GetManualMipLevel(void); // retrieves current mip level
void SetManualMipLevel(INDEX iNewMipLevel); // sets given mip-level as current (auto mip modeling off)
void PrevManualMipLevel(); // sets previous mip-level (more precize)
void NextManualMipLevel(); // sets next mip-level (more rough)
void SetMipSwitchFactor(INDEX iMipLevel, float fMipFactor); // sets given mip-level's new switch factor
/* retrieves current frame's bounding box */
void GetCurrentFrameBBox( FLOATaabbox3D &MaxBB);
/* retrieves bounding box of all frames */
void GetAllFramesBBox( FLOATaabbox3D &MaxBB);
FLOAT3D GetCollisionBoxMin(INDEX iCollisionBox);
FLOAT3D GetCollisionBoxMax(INDEX iCollisionBox);
// test it the model has alpha blending
BOOL HasAlpha(void);
// returns HEIGHT_EQ_WIDTH, LENGTH_EQ_WIDTH or LENGTH_EQ_HEIGHT
INDEX GetCollisionBoxDimensionEquality(INDEX iCollisionBox);
// retrieves number of surfaces used in given mip model
INDEX SurfacesCt(INDEX iMipModel);
// retrieves number of polygons in given surface in given mip model
INDEX PolygonsInSurfaceCt(INDEX iMipModel, INDEX iSurface);
COLOR GetSurfaceColor( INDEX iCurrentMip, INDEX iCurrentSurface); // retrieves color of given surface
void SetSurfaceColor( INDEX iCurrentMip, INDEX iSurface, COLOR colNewColorAndAlpha); // changes color of given surface
void GetSurfaceRenderFlags( INDEX iCurrentMip, INDEX iCurrentSurface,
enum SurfaceShadingType &sstShading, enum SurfaceTranslucencyType &sttTranslucency,
ULONG &ulRenderingFlags);
void SetSurfaceRenderFlags( INDEX iCurrentMip, INDEX iCurrentSurface,
enum SurfaceShadingType sstShading, enum SurfaceTranslucencyType sttTranslucency,
ULONG ulRenderingFlags);
INDEX GetClosestPatch( MEX2D mexWanted, MEX2D &mexFound); // returns index and position of closest patch
CTString GetColorName( INDEX iColor); // retrieves name of color with given index
void SetColorName( INDEX iColor, CTString &strNewName); // sets new color name
ULONG GetPatchesMask(); // this function returns current value of patches mask
void SetPatchesMask( ULONG new_patches_mask); // use this function to set new patches combination
void UnpackVertex( CRenderModel &rm, const INDEX iVertex, FLOAT3D &vVertex);
BOOL CreateAttachment( CRenderModel &rmMain, CAttachmentModelObject &amo);
void ResetAttachmentModelPosition( INDEX iAttachedPosition);
CAttachmentModelObject *GetAttachmentModelList( INDEX iAttachedPosition, ...);
CAttachmentModelObject *GetAttachmentModel( INDEX iAttachedPosition);
CAttachmentModelObject *AddAttachmentModel( INDEX iAttachedPosition);
void RemoveAttachmentModel( INDEX iAttachedPosition);
void RemoveAllAttachmentModels(void);
void StretchModel( const FLOAT3D &vStretch);
// stretches model relative to current size
void StretchModelRelative(const FLOAT3D &vStretch);
// stretches the model without stretching its children
void StretchSingleModel(const FLOAT3D &vStretch);
// model rendering
void SetupModelRendering( CRenderModel &rm);
void RenderModel( CRenderModel &rm);
void RenderPatches( CRenderModel &rm);
void AddSimpleShadow( CRenderModel &rm, const FLOAT fIntensity, const FLOATplane3D &plShadowPlane);
void RenderShadow( CRenderModel &rm, const CPlacement3D &plLight,
const FLOAT fFallOff, const FLOAT fHotSpot, const FLOAT fIntensity,
const FLOATplane3D &plShadowPlane);
// Get model vertices in absoulte space
void GetModelVertices( CStaticStackArray<FLOAT3D> &avVertices, FLOATmatrix3D &mRotation,
FLOAT3D &vPosition, FLOAT fNormalOffset, FLOAT fMipFactor);
void GetAttachmentMatrices( CAttachmentModelObject *pamo, FLOATmatrix3D &mRotation, FLOAT3D &vPosition);
void GetAttachmentTransformations( INDEX iAttachment, FLOATmatrix3D &mRotation, FLOAT3D &vPosition, BOOL bDummyAttachment);
void ProjectFrameVertices( CProjection3D *pProjection, INDEX iMipModel);
void ColorizeRegion( CDrawPort *pDP, CProjection3D *projection, PIXaabbox2D box,
INDEX iChoosedColor, BOOL bOnColorMode); // colorizes polygons touching given box
void ColorizePolygon( CDrawPort *pDP, CProjection3D *projection, PIX x1, PIX y1,
INDEX iChoosedColor, BOOL bOnColorMode); // colorizes hitted polygon
void ApplySurfaceToPolygon( CDrawPort *pDP, CProjection3D *projection, PIX x1, PIX y1,
INDEX iSurface, COLOR colSurfaceColor);
void ApplySurfaceToPolygonsInRegion( CDrawPort *pDP, CProjection3D *projection,
PIXaabbox2D box, INDEX iSurface, COLOR colSurfaceColor);
void UnpackVertex( INDEX iFrame, INDEX iVertex, FLOAT3D &vVertex);
CPlacement3D GetAttachmentPlacement(CAttachmentModelObject &amo);
struct ModelPolygon *PolygonHit(CPlacement3D plRay, CPlacement3D plObject,
INDEX iCurrentMip, FLOAT &fHitDistance); // returns ptr to hitted polygon (NULL if none)
struct ModelPolygon *PolygonHitModelData( CModelData *pMD, CPlacement3D plRay,
CPlacement3D plObject, INDEX iCurrentMip, FLOAT &fHitDistance);
void PickPolyColor( CDrawPort *pDP, CProjection3D *projection, PIX x1, PIX y1,
INDEX &iPickedColorNo, BOOL bOnColorMode); // picks color from hitted polygon
INDEX PickPolySurface( CDrawPort *pDP, CProjection3D *projection, PIX x1, PIX y1); // picks surface from hitted polygon
INDEX PickVertexIndex( CDrawPort *pDP, CProjection3D *projection, PIX x1, PIX y1, FLOAT3D &vClosestVertex); // obtains index of closest vertex
void ShowPatch( INDEX iMaskBit);
void HidePatch( INDEX iMaskBit);
void Read_t( CTStream *istrFile); // throw char *
void Write_t( CTStream *ostrFile);// throw char *
// set texture data for main texture in surface of this model
void SetTextureData( CTextureData *ptdNewMainTexture);
CTFileName GetName(void);
void AutoSetTextures(void);
void AutoSetAttachments(void);
// obtain model and set it for this object
void SetData_t(const CTFileName &fnmModel); // throw char *
void SetData(CModelData *pmd);
CModelData *GetData(void);
// synchronize with another model (copy animations/attachments positions etc from there)
void Synchronize(CModelObject &moOther);
// get amount of memory used by this object
SLONG GetUsedMemory(void);
};
class ENGINE_API CAttachmentModelObject {
public:
CListNode amo_lnInMain;
INDEX amo_iAttachedPosition; // indentifier of positions saved in model data
CPlacement3D amo_plRelative; // relative placement used for rendering
CModelObject amo_moModelObject; // model and texture
CRenderModel *amo_prm; // render model structure used in rendering
};
#endif /* include-once check. */