Serious-Engine/Sources/Engine/Ska/ModelInstance.h
Ryan C. Gordon 9820436fbe First pass at cleaning out 64-bit issues.
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.
2016-04-06 23:20:29 -04:00

282 lines
9.9 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#ifndef SE_INCL_MODELINSTANCE_H
#define SE_INCL_MODELINSTANCE_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Ska/Skeleton.h>
#include <Engine/Ska/AnimSet.h>
#include <Engine/Ska/StringTable.h>
#include <Engine/Math/AABBox.h>
#include <Engine/Templates/StaticStackArray.h>
#include <Engine/Templates/StaticArray.h>
#include <Engine/Templates/DynamicContainer.h>
#include <Engine/Graphics/Shader.h>
// nubers are same as in models.h
#define SKA_HEIGHT_EQ_WIDTH 0
#define SKA_LENGTH_EQ_WIDTH 1
#define SKA_LENGTH_EQ_HEIGHT 2
// special assert for ska
#ifdef SKADEBUG
#ifdef NDEBUG
#define SKAASSERT(__ignore) ((void)0)
#else
#define SKAASSERT(expr) ASSERT(expr)
#endif
#else
#define SKAASSERT(__ignore) ((void)0)
#endif
struct ColisionBox
{
ColisionBox() {};
ColisionBox(FLOAT3D vMin,FLOAT3D vMax) {
SetMin(vMin);
SetMax(vMax);
SetName("Default");
};
inline FLOAT3D &Min() {return cb_vMin;}
inline FLOAT3D &Max() {return cb_vMax;}
inline void SetMin(const FLOAT3D &vMin) {cb_vMin = vMin;}
inline void SetMax(const FLOAT3D &vMax) {cb_vMax = vMax;}
inline void SetName(CTString strName) {
cb_strName = strName;
cb_iBoxID = ska_GetIDFromStringTable(cb_strName);
}
inline const CTString &GetName() {return cb_strName;}
inline const INDEX GetID() {return cb_iBoxID;}
private:
FLOAT3D cb_vMin;
FLOAT3D cb_vMax;
CTString cb_strName;
INDEX cb_iBoxID;
};
struct MeshInstance
{
CMesh *mi_pMesh;
CStaticArray<struct TextureInstance> mi_tiTextures;
};
struct TextureInstance
{
TextureInstance &operator=(const TextureInstance &tiOther) {
ti_iTextureID = tiOther.ti_iTextureID;
TextureInstance &ti = (TextureInstance&)tiOther;
CTString strTexName = ti.ti_toTexture.GetName();
ti_toTexture.SetData_t(strTexName);
ti.ti_toTexture.SetData(NULL);
return *this;
}
INDEX GetID() {return ti_iTextureID;}
void SetName(CTString &strTexID) {
ti_iTextureID = ska_GetIDFromStringTable(strTexID);
}
public:
CTextureObject ti_toTexture;
private:
INDEX ti_iTextureID;
};
struct AnimQueue
{
CStaticStackArray<struct AnimList> aq_Lists; // Array of currently playing anim lists
};
struct AnimList
{
FLOAT al_fStartTime; // Time when this list was created
FLOAT al_fFadeTime; // Time when this list will fade in
CStaticStackArray<struct PlayedAnim> al_PlayedAnims; // Array of currently playing anims in this list
};
struct PlayedAnim
{
FLOAT pa_fStartTime; // Time when this animation was started
FLOAT pa_fSpeedMul; // Speed multiplier
INDEX pa_iAnimID; // Animation id
ULONG pa_ulFlags; // Animation flags
FLOAT pa_Strength; // Animation strength
INDEX pa_GroupID; // Group ID
};
class ENGINE_API CModelInstance
{
public:
CModelInstance();
~CModelInstance();
CModelInstance(CModelInstance &miOther);
void operator=(CModelInstance &miOther);
// Add child model instance
void AddChild(CModelInstance *pmi, INDEX iParentBoneID = -1);
// Add new mesh to model instance
void AddMesh_t(CTFileName fnMesh);
// Add new skeleton to model instance
void AddSkeleton_t(CTFileName fnSkeleton);
// Add new animset to model instance
void AddAnimSet_t(CTFileName fnAnimSet);
// Add new texture to model instance
void AddTexture_t(CTFileName fnTexture, CTString strTexID, MeshInstance *pmshi);
// Remove child model instance
void RemoveChild(CModelInstance *pmi);
// Remove one texture from model instance
void RemoveTexture(TextureInstance *ptiRemove,MeshInstance *pmshi);
// Find mesh instance in model instance
MeshInstance *FindMeshInstance(INDEX iMeshID);
// Find texture instance in all mesh instances in model instance
TextureInstance *FindTexureInstance(INDEX iTexID);
// Find texture instance in given mesh instance
TextureInstance *FindTexureInstance(INDEX iTexID, MeshInstance &mshi);
// Copy mesh instance for other model instance
void CopyMeshInstance(CModelInstance &miOther);
// Get child of model instance
CModelInstance *GetChild(INDEX iChildID, BOOL bRecursive = FALSE);
// Set parent bone of model instance
void SetParentBone(INDEX iParentBoneID);
// Get parent of model instance
CModelInstance *GetParent(CModelInstance *pmiStartFrom);
// Get first parent that does not reference its child model instance
CModelInstance *GetFirstNonReferencedParent(CModelInstance *pmiRoot);
// Change parent of model instance
void ChangeParent(CModelInstance *pmiOldParent, CModelInstance *pmiNewParent);
// Model instance offsets from parent model
void SetOffset(FLOAT fOffset[6]);
void SetOffsetRot(ANGLE3D aRot);
void SetOffsetPos(FLOAT3D vPos);
FLOAT3D GetOffsetPos();
ANGLE3D GetOffsetRot();
// Stretch model instance
void StretchModel(const FLOAT3D &vStretch);
// Stretch model instance without attachments
void StretchSingleModel(const FLOAT3D &vStretch);
// Add new cloned anim state
void NewClonedState(FLOAT fFadeTime);
// Add new clear anim state
void NewClearState(FLOAT fFadeTime);
// Sets name of model instance
void SetName(CTString strName);
// Gets name of model instance
const CTString &GetName();
// Gets id of model instance
const INDEX &GetID();
// Add animation to last anim queue
void AddAnimation(INDEX iAnimID, ULONG ulFlags, FLOAT fStrength, INDEX iGroupID, FLOAT fSpeedMul = 1.0f);
// Remove all animations before last animation that has fully faded in
void RemovePassedAnimsFromQueue(void);
// Remove animation from anim queue
void RemAnimation(INDEX iAnimID);
// Remove all animations from anim queue with same ID
void RemAnimsWithID(INDEX iGroupID);
// Stop all animations in anim queue
void StopAllAnimations(FLOAT fFadeTime);
// Offset all animations in anim queue
void OffSetAnimationQueue(TIME fOffsetTime);
// Find animation by ID
BOOL FindAnimationByID(int iAnimID, INDEX *piAnimSetIndex, INDEX *piAnimIndex);
// Find first animation of all animations in ModelInstance (safety function)
INDEX FindFirstAnimationID();
// Get animation length
FLOAT GetAnimLength(INDEX iAnimID);
// Check if given animation is currently playing
BOOL IsAnimationPlaying(INDEX iAnimID);
// Add flags to animation playing in anim queue
BOOL AddFlagsToPlayingAnim(INDEX iAnimID, ULONG ulFlags);
// Model color
COLOR &GetModelColor(void);
void SetModelColor(COLOR colNewColor);
BOOL HasAlpha(void);
BOOL HasShadow(FLOAT fMipFactor);
BOOL IsModelVisible( FLOAT fMipFactor);
void AddSimpleShadow( const FLOAT fIntensity, const FLOATplane3D &plShadowPlane);
void GetModelVertices( CStaticStackArray<FLOAT3D> &avVertices, FLOATmatrix3D &mRotation,FLOAT3D &vPosition, FLOAT fNormalOffset, FLOAT fDistance);
// Colision boxes
ColisionBox &GetColisionBox(INDEX icb);
ColisionBox &GetCurrentColisionBox();
void GetCurrentColisionBox(FLOATaabbox3D &paabbox);
void GetAllFramesBBox(FLOATaabbox3D &aabbox);
FLOAT3D GetCollisionBoxMin(INDEX iCollisionBox=0);
FLOAT3D GetCollisionBoxMax(INDEX iCollisionBox=0);
INDEX GetCollisionBoxDimensionEquality(INDEX iCollisionBox=0);
INDEX GetColisionBoxIndex(INDEX iBoxID);
// Add new colision box to model instance
void AddColisionBox(CTString strName,FLOAT3D vMin,FLOAT3D vMax);
// Remove colision box from model instance
void RemoveColisionBox(INDEX iIndex);
// Copy model instance data from other mi
void Copy(CModelInstance &miOther);
// Synchronize with another model (copy animations/attachments positions etc from there)
void Synchronize(CModelInstance &miOther);
// Clear model instance
void Clear();
// Flag for parser to remember source file names (used only in ska studio)
static void EnableSrcRememberFN(BOOL bEnable);
// Count used memory
SLONG GetUsedMemory(void);
public:
CSkeleton *mi_psklSkeleton; // pointer to skeleton object
CStaticArray<struct MeshInstance> mi_aMeshInst; // array of mesh instances
CStaticArray<struct ColisionBox> mi_cbAABox; // array of colision boxes
CDynamicContainer<class CAnimSet> mi_aAnimSet; // array of animsets
CDynamicContainer<class CModelInstance> mi_cmiChildren; // array of child model instances
AnimQueue mi_aqAnims; // current animation queue for this model instance
QVect mi_qvOffset; // current offset from parent model instance
INDEX mi_iParentBoneID; // ID of parent bone in parent model instance
INDEX mi_iCurentBBox; // index of current colision box in colision box array
COLOR mi_colModelColor; // color of this model instance
FLOAT3D mi_vStretch; // stretch of this model instance
ColisionBox mi_cbAllFramesBBox; // all frames colision box
CTFileName mi_fnSourceFile; // source file name of this model instance (used only for ska studio)
private:
INDEX mi_iModelID; // ID of this model instance (this is ID for mi_strName)
CTString mi_strName; // name of this model instance
};
// Parse smc file in existing model instance
ENGINE_API void ParseSmcFile_t(CModelInstance &mi, const CTString &fnSmcFile);
// Create model instance and parse smc file in it
ENGINE_API CModelInstance *ParseSmcFile_t(const CTString &fnSmcFile);
// Create empty model instance
ENGINE_API CModelInstance *CreateModelInstance(CTString strName);
// Delete model instance
ENGINE_API void DeleteModelInstance(CModelInstance *pmi);
// Calculate fading factor for animation list
ENGINE_API FLOAT CalculateFadeFactor(AnimList &alList);
#endif /* include-once check. */